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Does the world exist for the PCs?
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<blockquote data-quote="aco175" data-source="post: 7613775" data-attributes="member: 27385"><p>I used to have some homebrew worlds that I made or took over and modified for a new campaign. We played for several years over a few campaigns in one world and kind of expanded the settled area where each campaign took place. There were ties across the world from old games and NPCs that came back. We switched to Netir Vale for 4e and back to FR for 5e. Not because the old world was not working, but because FR has a lot of details for you already over the last 30 years. Plus the boxed set was in FR when we switched to 5e.</p><p></p><p>FR creates the frame for the DM to tailor, but a lot is there and there are lots to pull from. I was just making a Waterdeep adventure and pulled out the 2e Volo guide. I just took things from 2e and put them in the 5e game. It was not 'real' since those NPC would have been dead, but who cares. The game is for the PCs and players and none of them met the owner of the inn or tavern before. </p><p></p><p>I would think I plan 75/25% for the players and have background things go on less so. Playing in a published world makes it a bit easier not having to come up with every place and NPC. When I was creating the Waterdeep section of the module I planned a alley encounter with a thus who happens to be someone who set up the PC in his background. Another player suddenly wanted to break off from the other players and have his PC go to the bad part of town to look for action. He wanted to set up a contract assassination on someone. I needed to improv the whole thing since I had no idea he was going to do this. I ended up tying the other PC to the hit job and moved the site of the encounter to a new location, but the players do not seem to know thins. </p><p></p><p>So I guess I am taking the parts of the game that I made to fit in with what the PCs are doing. I try to not force the players to make decisions on things that I planned, but try to find a way to use what I already made.</p></blockquote><p></p>
[QUOTE="aco175, post: 7613775, member: 27385"] I used to have some homebrew worlds that I made or took over and modified for a new campaign. We played for several years over a few campaigns in one world and kind of expanded the settled area where each campaign took place. There were ties across the world from old games and NPCs that came back. We switched to Netir Vale for 4e and back to FR for 5e. Not because the old world was not working, but because FR has a lot of details for you already over the last 30 years. Plus the boxed set was in FR when we switched to 5e. FR creates the frame for the DM to tailor, but a lot is there and there are lots to pull from. I was just making a Waterdeep adventure and pulled out the 2e Volo guide. I just took things from 2e and put them in the 5e game. It was not 'real' since those NPC would have been dead, but who cares. The game is for the PCs and players and none of them met the owner of the inn or tavern before. I would think I plan 75/25% for the players and have background things go on less so. Playing in a published world makes it a bit easier not having to come up with every place and NPC. When I was creating the Waterdeep section of the module I planned a alley encounter with a thus who happens to be someone who set up the PC in his background. Another player suddenly wanted to break off from the other players and have his PC go to the bad part of town to look for action. He wanted to set up a contract assassination on someone. I needed to improv the whole thing since I had no idea he was going to do this. I ended up tying the other PC to the hit job and moved the site of the encounter to a new location, but the players do not seem to know thins. So I guess I am taking the parts of the game that I made to fit in with what the PCs are doing. I try to not force the players to make decisions on things that I planned, but try to find a way to use what I already made. [/QUOTE]
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