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Dungeon World Meets Blades in the Dark
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<blockquote data-quote="Fenris-77" data-source="post: 8252581" data-attributes="member: 6993955"><p>In the interests of keeping the connection between characters and setting high, perhaps the faction list should be flexible. I'm assuming the standard trope of <em>a party of adventurers has come to a place for reasons</em>. When it comes to initial setting creation it seems like you're aiming for generated over extant, which I think is a strong choice. So if the characters have come for reasons, those reasons can be reflected in the setting design. Perhaps each playbook also comes with a bespoke selection of possible factions, and the setting's factions are then generated partially from a general list and partially from the bespoke character lists. That might serve to further cement the character-setting connection, plus it's built in framing support for, well, everything.</p><p></p><p>Moving from factions creation first and then to the physicality of the setting might make it easier and more natural to design. If you know (from the character selections) that you need the following: a mercenary camp outside town, a temple dedicated to the God of knowledge, a branch of a big city thieves guild, and a knightly order dedicated to the eradication of evil - all based on character faction connections, you can work the rest of the factions and details around that core, as well as adventure fronts or the like should those be in use.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 8252581, member: 6993955"] In the interests of keeping the connection between characters and setting high, perhaps the faction list should be flexible. I'm assuming the standard trope of [I]a party of adventurers has come to a place for reasons[/I]. When it comes to initial setting creation it seems like you're aiming for generated over extant, which I think is a strong choice. So if the characters have come for reasons, those reasons can be reflected in the setting design. Perhaps each playbook also comes with a bespoke selection of possible factions, and the setting's factions are then generated partially from a general list and partially from the bespoke character lists. That might serve to further cement the character-setting connection, plus it's built in framing support for, well, everything. Moving from factions creation first and then to the physicality of the setting might make it easier and more natural to design. If you know (from the character selections) that you need the following: a mercenary camp outside town, a temple dedicated to the God of knowledge, a branch of a big city thieves guild, and a knightly order dedicated to the eradication of evil - all based on character faction connections, you can work the rest of the factions and details around that core, as well as adventure fronts or the like should those be in use. [/QUOTE]
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