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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Enforcing theme/structure by saying NO to players
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="Greg K" data-source="post: 6755733" data-attributes="member: 5038"><p>I am going to want to know the same, but to make a informed choice, I am going to want more than a specific region (if, by that, you mean a specific nation). For instance, my main homebrew setting for part of 1e through 3e has, 11 human nations, 3 elf nations, 7 Dwarf clans (1 of which was driven out of its home by an ancient dragon and for the past two hundred or so years were living in the swamp region of a human theocracy (now, they are battling the human theocracy which has claimed that land after the dragon was slain)), 1 gnome homeland, 1 halfling region, and 2 lizardmen "nations" (one is a sun-worshiping civilization while the other is comprised of peaceful plains-dwelling hunter-gatherers). 2 of the human nations, 1 of the elf nations, and the plains-dwelling lizardmen practice shamanism exclusively. 3 of the human nations are polytheistic, but there are a few witches and shamans worshiping a deity in one of her older aspects. The rest of the cultures are exclusively polytheistic. </p><p></p><p>For players, I can tell which classes or class variants are found (or not found) in a given culture or want certain organizations are like. For example,</p><p>1) I can tell players which cultures have the standard raging barbarian and/or the crafty hunter barbarian (some switch out archery or two-weapon fighting for other styles) as well as starting cultural weapons and armor (For urban areas, there is the "urban" barbarians".</p><p>2) For the players of clerics, I can present the player with a list of deities including their domains, tenets, the planar ally (including lesser and greater), adornments, holy symbols and tailored spell list associated with each deity. If they are interested, I know the high priests/priestesses of the major temples</p><p></p><p>For the cultures I have a list major NPCs (e.g., kings,/queens/jarls/other rulers, high priests/priestesses of the major temples, heads of the wizards' guild/academy, major wizards outside the guild (most of whom have been assassinated in recent history), head of the major noble houses for one of the countries, head of the two major thieves guilds, etc). In addition, there are things like cultural views of descent, marriage patterns, naming conventions (with examples), social mores, and views of punishment (e..g, banishment, imprisonment, cutting off limbs, shunning, cleansing rituals, etc.) . I can also tell players major monsters inhabiting the areas around their homelands depending upon region as well as known prestige organizations.</p><p></p><p>So essentially, characters can start from any of the cultures and the players can know about them at the start. Every one gets a 1-2 page hand out with a brief overview of the setting including races and one or two sentences about the culture. Each culture has a 1 to 2 page write-up. Certain organizations have another 1 to 2 page write-up (the second is usually a tailored spell list for clerics). Those are the the setting rules. There is also a list of house rules. Whether I go over this verbally with players or a player reads through the hand-outs does not matter (but handouts are helpful to ensure the players follow specific things like tailored spell lists)</p><p></p><p>Now, I don't expect DMs to go quite as in-depth, but a lot the above are things that I think should be worked out before character generation to give players like me an understanding of the setting and allow us to make informed decisions about the campaign and make an informed decision about participating.</p></blockquote><p></p>
[QUOTE="Greg K, post: 6755733, member: 5038"] I am going to want to know the same, but to make a informed choice, I am going to want more than a specific region (if, by that, you mean a specific nation). For instance, my main homebrew setting for part of 1e through 3e has, 11 human nations, 3 elf nations, 7 Dwarf clans (1 of which was driven out of its home by an ancient dragon and for the past two hundred or so years were living in the swamp region of a human theocracy (now, they are battling the human theocracy which has claimed that land after the dragon was slain)), 1 gnome homeland, 1 halfling region, and 2 lizardmen "nations" (one is a sun-worshiping civilization while the other is comprised of peaceful plains-dwelling hunter-gatherers). 2 of the human nations, 1 of the elf nations, and the plains-dwelling lizardmen practice shamanism exclusively. 3 of the human nations are polytheistic, but there are a few witches and shamans worshiping a deity in one of her older aspects. The rest of the cultures are exclusively polytheistic. For players, I can tell which classes or class variants are found (or not found) in a given culture or want certain organizations are like. For example, 1) I can tell players which cultures have the standard raging barbarian and/or the crafty hunter barbarian (some switch out archery or two-weapon fighting for other styles) as well as starting cultural weapons and armor (For urban areas, there is the "urban" barbarians". 2) For the players of clerics, I can present the player with a list of deities including their domains, tenets, the planar ally (including lesser and greater), adornments, holy symbols and tailored spell list associated with each deity. If they are interested, I know the high priests/priestesses of the major temples For the cultures I have a list major NPCs (e.g., kings,/queens/jarls/other rulers, high priests/priestesses of the major temples, heads of the wizards' guild/academy, major wizards outside the guild (most of whom have been assassinated in recent history), head of the major noble houses for one of the countries, head of the two major thieves guilds, etc). In addition, there are things like cultural views of descent, marriage patterns, naming conventions (with examples), social mores, and views of punishment (e..g, banishment, imprisonment, cutting off limbs, shunning, cleansing rituals, etc.) . I can also tell players major monsters inhabiting the areas around their homelands depending upon region as well as known prestige organizations. So essentially, characters can start from any of the cultures and the players can know about them at the start. Every one gets a 1-2 page hand out with a brief overview of the setting including races and one or two sentences about the culture. Each culture has a 1 to 2 page write-up. Certain organizations have another 1 to 2 page write-up (the second is usually a tailored spell list for clerics). Those are the the setting rules. There is also a list of house rules. Whether I go over this verbally with players or a player reads through the hand-outs does not matter (but handouts are helpful to ensure the players follow specific things like tailored spell lists) Now, I don't expect DMs to go quite as in-depth, but a lot the above are things that I think should be worked out before character generation to give players like me an understanding of the setting and allow us to make informed decisions about the campaign and make an informed decision about participating. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Enforcing theme/structure by saying NO to players
Top