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Do you Prefer a Bespoke Setting or Established Setting for a Campaign
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<blockquote data-quote="Cruentus" data-source="post: 8622271" data-attributes="member: 7034645"><p>I use a combination of both (or have over the years). I find that coming up with my own bespoke campaign ends up being a lot more work for me than using an 'established' setting. </p><p></p><p>I've had the most success running FR, but altering the timeline, or moving back in time before large events, or just after large events, which gives a different feel to the campaign and the world than 1459 DR or whatever it is currently. I'll usually pull adventure hooks, maps, NPCs, towns, whatever from any and all sources (official, 3PP, my own creation) to populate said world, and I'll also adjust the maps to represent what is "current". </p><p></p><p>I ran a recent 5e FR game, set in the Moonshaes, around 900 DR. I went with a dark ages feel and tech level, tried to limit magic (did not go well), and sprinkled the NPCs and areas with rumors of the greater goings on: for ex, Nimoar's Hold was currently involved in the second troll war, and might or might not ever become Waterdeep. The players could choose to travel there, or not, depending on what they decided to pursue. Instead, they decided to investigate rumors of a plot by Moander cultists to raise the dead god in Myth Anwyn, a lost city akin to Myth Drannor, that was in the Moonshaes. </p><p></p><p>I pulled adventures from other parts of the realms, old sourcebooks, AL adventures, parts of adventures, etc. along the way. </p><p></p><p>I always have trouble running campaigns (adventure arcs, adventure paths, multi year sandboxes) in settings like Dragonlance, Star Wars, Game of Thrones, because my players prefer to be in the middle of the action, so they'd want to be the heroes in each of those settings, and since they know how the arcs go, its hard to change it up enough (at least for me). </p><p></p><p>I'm running now two games set in Greyhawk. One (VTT) in Furyondy immediately after Ashes, and the players are going to be going up against Iuz, investigating the border between those kingdoms, leading troops as necessary, etc. Another group is playing in Sterich (via email, with VTT for combat) a few years after the humanoid invasion, and is investigating the source of those invasions now that they have been pushed back. Since there are few formal 'adventures' for these areas, I'm filling in the gaps with plotlines that make sense for the tone and direction of the games.</p></blockquote><p></p>
[QUOTE="Cruentus, post: 8622271, member: 7034645"] I use a combination of both (or have over the years). I find that coming up with my own bespoke campaign ends up being a lot more work for me than using an 'established' setting. I've had the most success running FR, but altering the timeline, or moving back in time before large events, or just after large events, which gives a different feel to the campaign and the world than 1459 DR or whatever it is currently. I'll usually pull adventure hooks, maps, NPCs, towns, whatever from any and all sources (official, 3PP, my own creation) to populate said world, and I'll also adjust the maps to represent what is "current". I ran a recent 5e FR game, set in the Moonshaes, around 900 DR. I went with a dark ages feel and tech level, tried to limit magic (did not go well), and sprinkled the NPCs and areas with rumors of the greater goings on: for ex, Nimoar's Hold was currently involved in the second troll war, and might or might not ever become Waterdeep. The players could choose to travel there, or not, depending on what they decided to pursue. Instead, they decided to investigate rumors of a plot by Moander cultists to raise the dead god in Myth Anwyn, a lost city akin to Myth Drannor, that was in the Moonshaes. I pulled adventures from other parts of the realms, old sourcebooks, AL adventures, parts of adventures, etc. along the way. I always have trouble running campaigns (adventure arcs, adventure paths, multi year sandboxes) in settings like Dragonlance, Star Wars, Game of Thrones, because my players prefer to be in the middle of the action, so they'd want to be the heroes in each of those settings, and since they know how the arcs go, its hard to change it up enough (at least for me). I'm running now two games set in Greyhawk. One (VTT) in Furyondy immediately after Ashes, and the players are going to be going up against Iuz, investigating the border between those kingdoms, leading troops as necessary, etc. Another group is playing in Sterich (via email, with VTT for combat) a few years after the humanoid invasion, and is investigating the source of those invasions now that they have been pushed back. Since there are few formal 'adventures' for these areas, I'm filling in the gaps with plotlines that make sense for the tone and direction of the games. [/QUOTE]
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