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General Tabletop Discussion
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Does a campaign world need to exist beyond what the characters interact with?
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<blockquote data-quote="Oofta" data-source="post: 8819120" data-attributes="member: 6801845"><p>I have a large, persistent world that my campaigns happen in, so yes the world exists outside of what characters interact with. Many times it doesn't really matter, but if I have someone from a far-off land, I can point to <em>which</em> far off land they are from. I have a basic outline of the regions that can and do shift over the course of multiple campaigns, oftentimes because of the actions (or inaction) of PCs.</p><p></p><p>Decide that following up on what happened to that dragon that was pretending to be the king after you drove them off wasn't all that important? Their motivations didn't change, but they learned from their mistake and have now taken over a different kingdom. They're just as evil, but not nearly as obvious about it as before. It may or may not have an effect on a future campaign.</p><p></p><p>For the most part, the other regions are just outlines sketched out with details added as needed. But they still exist and there are ripple effects to events near and far. To me, that makes it a more believable, living world. Not necessary of course because most players don't care but it works for me.</p></blockquote><p></p>
[QUOTE="Oofta, post: 8819120, member: 6801845"] I have a large, persistent world that my campaigns happen in, so yes the world exists outside of what characters interact with. Many times it doesn't really matter, but if I have someone from a far-off land, I can point to [I]which[/I] far off land they are from. I have a basic outline of the regions that can and do shift over the course of multiple campaigns, oftentimes because of the actions (or inaction) of PCs. Decide that following up on what happened to that dragon that was pretending to be the king after you drove them off wasn't all that important? Their motivations didn't change, but they learned from their mistake and have now taken over a different kingdom. They're just as evil, but not nearly as obvious about it as before. It may or may not have an effect on a future campaign. For the most part, the other regions are just outlines sketched out with details added as needed. But they still exist and there are ripple effects to events near and far. To me, that makes it a more believable, living world. Not necessary of course because most players don't care but it works for me. [/QUOTE]
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Does a campaign world need to exist beyond what the characters interact with?
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