InVinoVeritas
Adventurer
So, I've been reading John Keay's The Spice Route: a History. It, once again, tickles my creative juices. It focuses on the spice trade across the Indian ocean and all the players in Asia, Africa, and Europe that made it so lucrative over the millennia.
I'm seeing trips to unexplored islands. I'm seeing rajas, sheiks, and a Celestial Bureaucracy. I'm seeing hidden sources for magical spell components, or even potionlike herbs that grow in the jungle. I see the seven voyages of Sinbad, the missions of Zheng He, the explorations of Marco Polo and Ibn Batuta.
I see a world governed by trade winds, by the monsoons. I can combine concepts from other past worlds I've created into an interesting whole.
But do I need to?
For my creative juices, sure. But for players I don't yet have? For everyone here, just to play with? Do we actually need another campaign world? Or is there something in a campaign world that would be new and interesting for others?
What do you think? Is there anything you are looking for in a campaign world? Would you rather not bother with one? Or would you just enjoy the chance to see something new?
I'm seeing trips to unexplored islands. I'm seeing rajas, sheiks, and a Celestial Bureaucracy. I'm seeing hidden sources for magical spell components, or even potionlike herbs that grow in the jungle. I see the seven voyages of Sinbad, the missions of Zheng He, the explorations of Marco Polo and Ibn Batuta.
I see a world governed by trade winds, by the monsoons. I can combine concepts from other past worlds I've created into an interesting whole.
But do I need to?
For my creative juices, sure. But for players I don't yet have? For everyone here, just to play with? Do we actually need another campaign world? Or is there something in a campaign world that would be new and interesting for others?
What do you think? Is there anything you are looking for in a campaign world? Would you rather not bother with one? Or would you just enjoy the chance to see something new?