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<blockquote data-quote="dave2008" data-source="post: 9423730" data-attributes="member: 83242"><p>page 148 of the 4e DMG, the first page of the chapter talking about the campaign world:</p><p></p><p>"<em>That said, these books do make some assumptions about the world in which your adventures take place. This chapter talks about those assumptions, and then discusses how you might change them. In the end, the setting of your campaign is your world—the details are yours to change or create from whole cloth</em>."</p><p></p><p>"<em>The D&D World: The game is built around certain core assumptions, but you can fill in the details or alter those assumptions to make the world your own</em>."</p><p></p><p>Page 151 is titled: <strong>It's Your World </strong>and is all about making the game your own. I am not going to copy and past the whole page, but it is full of things like:</p><p></p><p>".... <em>Just as you can alter names in published adventures to suit the flavor of your campaign, you can change the names of these assumed parts of the world</em>."</p><p></p><p>or</p><p></p><p>"<em>The assumptions sketched out on the previous page aren’t graven in stone. They make for an exciting D&D world full of adventure, but they’re not the only set of assumptions that do so. You can build an interesting campaign concept by altering one or more of those core assumptions. Ask yourself, “What if this wasn’t true in my world</em>?”</p><p></p><p>This is just a start really, but you get the idea</p></blockquote><p></p>
[QUOTE="dave2008, post: 9423730, member: 83242"] page 148 of the 4e DMG, the first page of the chapter talking about the campaign world: "[I]That said, these books do make some assumptions about the world in which your adventures take place. This chapter talks about those assumptions, and then discusses how you might change them. In the end, the setting of your campaign is your world—the details are yours to change or create from whole cloth[/I]." "[I]The D&D World: The game is built around certain core assumptions, but you can fill in the details or alter those assumptions to make the world your own[/I]." Page 151 is titled: [B]It's Your World [/B]and is all about making the game your own. I am not going to copy and past the whole page, but it is full of things like: ".... [I]Just as you can alter names in published adventures to suit the flavor of your campaign, you can change the names of these assumed parts of the world[/I]." or "[I]The assumptions sketched out on the previous page aren’t graven in stone. They make for an exciting D&D world full of adventure, but they’re not the only set of assumptions that do so. You can build an interesting campaign concept by altering one or more of those core assumptions. Ask yourself, “What if this wasn’t true in my world[/I]?” This is just a start really, but you get the idea [/QUOTE]
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