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Campaign Setting - Pet Peeves
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<blockquote data-quote="Jürgen Hubert" data-source="post: 4524274" data-attributes="member: 7177"><p>OK, here are my pet peeves.</p><p></p><p><strong>Lack of internal consistency</strong></p><p></p><p>Others have mentioned this before, but it needs to be said again. If something strange exists in the world - a new source of magic, a new mundane resource, a new race or creature - then eventually people will get used to it, deal with it somehow, and possibly make a profit from it. If not, there needs to be an actual, logical <em>reason</em> for that.</p><p></p><p><strong>Novelty for novelty's sake</strong></p><p></p><p>Yes, elves and dwarves (and halflings and orcs and...) have become cliches. But they are cliches for a <em>reason</em> - they work, and the players will have at least some idea of their role in the world and how to interact with them or even play them.</p><p></p><p>So if you decide to discard the common tropes of fantasy and replace them with something else, make sure it will be worth it. Each new race will require a <em>lot</em> of new information and explanations that the players will need to hear before they can play them. The same goes for every other major change from the standard assumptions of fantasy. I'm not telling you not to make any such changes - but be sure to think in advance what these changes are supposed to achieve, and consider the limited amount of time any</p><p></p><p>Done right, they will make the setting more interesting. Done wrong, and you will have a setting with even less originality than you started with.</p></blockquote><p></p>
[QUOTE="Jürgen Hubert, post: 4524274, member: 7177"] OK, here are my pet peeves. [b]Lack of internal consistency[/b] Others have mentioned this before, but it needs to be said again. If something strange exists in the world - a new source of magic, a new mundane resource, a new race or creature - then eventually people will get used to it, deal with it somehow, and possibly make a profit from it. If not, there needs to be an actual, logical [i]reason[/i] for that. [b]Novelty for novelty's sake[/b] Yes, elves and dwarves (and halflings and orcs and...) have become cliches. But they are cliches for a [i]reason[/i] - they work, and the players will have at least some idea of their role in the world and how to interact with them or even play them. So if you decide to discard the common tropes of fantasy and replace them with something else, make sure it will be worth it. Each new race will require a [i]lot[/i] of new information and explanations that the players will need to hear before they can play them. The same goes for every other major change from the standard assumptions of fantasy. I'm not telling you not to make any such changes - but be sure to think in advance what these changes are supposed to achieve, and consider the limited amount of time any Done right, they will make the setting more interesting. Done wrong, and you will have a setting with even less originality than you started with. [/QUOTE]
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