Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Does a campaign world need to exist beyond what the characters interact with?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="BookTenTiger" data-source="post: 8819002" data-attributes="member: 6685541"><p>In a lot of discussions on campaign settings or various facets of.D&D "lore" (cough, Halflings, cough), I see folks focusing a lot on the logical or illogical rules of a fantasy world. How could Halflings societies thrive if they don't interact with other cultures? How could the smithy be a dwarf without there existing large dwarven cities? How could the main city survive without extensive farmlands, and how are those farms not constantly raided by monsters?</p><p></p><p>I'm always surprised by these issues. I've come to realize it conflicts with a central theme of how I create my homebrew campaign rules:</p><p></p><p>No aspect of the setting exists if the characters are not interacting with it.</p><p></p><p>In my campaign settings, I create some very loose ideas about the themes and aspects of the world ("there are vampire tyrants" or "it's all one huge kingdom"). But any specifics are kept undefined unless the characters need them (or unless the players show interest). Though the campaign world looks fleshed out and immersive, behind the characters' backs it's all foggy and insubstantial.</p><p></p><p>Here's an example of what I mean:</p><p></p><p>In a recent campaign, one of the characters was a cleric of Arawan, god of death. I made sure Arawan had a presence in the campaign world, but I did not have any other firm truths about religion. (No player showed much interest in religion during character creation, so it didn't get detailed.) During one adventure, the characters came upon a huge turtle in a swamp. I'd decided this was the spirit form of an animal god once worshiped in the valley. The characters were really interested, so after that session I created a pantheon of animal gods. Some were still worshiped, some were forgotten, others were corrupted.</p><p></p><p>As the campaign went on, one of the players became really invested in these animal gods. He started theorizing that they weren't gods, just powerful beings who had tricked the people of the valley into worshiping them.</p><p></p><p>Well of course that became the truth!</p><p></p><p>These animal gods became a very important part of the campaign.</p><p></p><p>Meanwhile, other seeds I'd planted for interesting ideas were either ignored by the players, or not interacted with by the characters. I either shelved those ideas, or changed them so they'd come up later. For example, I had a slime-focused dungeon that I modified and leveled up three different times because the characters didn't choose to go into it in the first two locations. It went from a polluted coastal island to an abandoned swamp temple to an ancient alchemy lab. Once the characters explored the alchemy lab, those other potential dungeons ceased to exist.</p><p></p><p>To reinforce: this is just the way I prefer to run my homebrew settings. I still have fun thinking about the rules and truths of the world between sessions, but unless those rules and truths are needed by the characters, they are not set in stone.</p><p></p><p>So what do you think? How do you run it? Is your campaign setting realized and existing even without character interaction? Or do you only detail what the characters are interested in?</p></blockquote><p></p>
[QUOTE="BookTenTiger, post: 8819002, member: 6685541"] In a lot of discussions on campaign settings or various facets of.D&D "lore" (cough, Halflings, cough), I see folks focusing a lot on the logical or illogical rules of a fantasy world. How could Halflings societies thrive if they don't interact with other cultures? How could the smithy be a dwarf without there existing large dwarven cities? How could the main city survive without extensive farmlands, and how are those farms not constantly raided by monsters? I'm always surprised by these issues. I've come to realize it conflicts with a central theme of how I create my homebrew campaign rules: No aspect of the setting exists if the characters are not interacting with it. In my campaign settings, I create some very loose ideas about the themes and aspects of the world ("there are vampire tyrants" or "it's all one huge kingdom"). But any specifics are kept undefined unless the characters need them (or unless the players show interest). Though the campaign world looks fleshed out and immersive, behind the characters' backs it's all foggy and insubstantial. Here's an example of what I mean: In a recent campaign, one of the characters was a cleric of Arawan, god of death. I made sure Arawan had a presence in the campaign world, but I did not have any other firm truths about religion. (No player showed much interest in religion during character creation, so it didn't get detailed.) During one adventure, the characters came upon a huge turtle in a swamp. I'd decided this was the spirit form of an animal god once worshiped in the valley. The characters were really interested, so after that session I created a pantheon of animal gods. Some were still worshiped, some were forgotten, others were corrupted. As the campaign went on, one of the players became really invested in these animal gods. He started theorizing that they weren't gods, just powerful beings who had tricked the people of the valley into worshiping them. Well of course that became the truth! These animal gods became a very important part of the campaign. Meanwhile, other seeds I'd planted for interesting ideas were either ignored by the players, or not interacted with by the characters. I either shelved those ideas, or changed them so they'd come up later. For example, I had a slime-focused dungeon that I modified and leveled up three different times because the characters didn't choose to go into it in the first two locations. It went from a polluted coastal island to an abandoned swamp temple to an ancient alchemy lab. Once the characters explored the alchemy lab, those other potential dungeons ceased to exist. To reinforce: this is just the way I prefer to run my homebrew settings. I still have fun thinking about the rules and truths of the world between sessions, but unless those rules and truths are needed by the characters, they are not set in stone. So what do you think? How do you run it? Is your campaign setting realized and existing even without character interaction? Or do you only detail what the characters are interested in? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Does a campaign world need to exist beyond what the characters interact with?
Top