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General Tabletop Discussion
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Fantasy Campaign Setting: What do you want/not want?
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<blockquote data-quote="Electric Wizard" data-source="post: 6059396" data-attributes="member: 83982"><p>Fluff-wise, my ideal setting would have classical tropes re-imagined in interesting ways that remain recognizable. </p><p></p><p>There's nothing wrong with dwarves, nymphs, dragons, etc. But do all dwarves need to live in mountains, act gruff and fight with axes? For example, maybe something drove them from their mountain homes centuries ago and most now dwell in the foothills of their ancestral homes. Thanks to ta lack of agricultural traditions, they are forced to trade most of their crafts for food. Their eyes are more suited to unlit tunnels and chambers, so in the daytime they wear deep hoods that protect their sensitive eyes. Some tribes might have adopted a nocturnal lifestyle. This makes other races believe they are shifty and duplicitous. Dwarves are making honest attempts to deal with once-distant races and cultures, but have trouble overcoming their stubborn pride and ironclad tradition. Those who can't take up a trade are often forced into mercenary service for other races, spending their lives taking out their frustration on monsters and mugs of strong brew. These unfortunate souls are the basis of most dwarf stereotypes.</p><p></p><p>Another thing I like: lots of adventure hooks. I hate trudging through the nuances of a city's economy, culture and statblocks of guard captains and getting no ideas on how to send players on a fun adventure. Who cares if the people in this village raise wheat, enjoy fishing in the river and are friendly to travelers? Tell me more about that troll living in the blacksmith's basement or why the mayor's daughter is never seen during new moons, even if it means cutting out the section about the count's lineage.</p><p></p><p>Accessible, usable background material is a plus, too. You may have spent hours concocting a unique calender, three thousand years of history or a magic system based on your research of medieval science. But unless it affects how a wizard can cast a spell or gives characters something concrete to use in the here and now, I'm only going to read it if I'm bedridden and my Kindle runs out of batteries. Keep the relevant bits concise, and don't overload it with explanation. Leave something untold to stimulate the imagination. That's one of the main reasons people love pen-and-paper games.</p></blockquote><p></p>
[QUOTE="Electric Wizard, post: 6059396, member: 83982"] Fluff-wise, my ideal setting would have classical tropes re-imagined in interesting ways that remain recognizable. There's nothing wrong with dwarves, nymphs, dragons, etc. But do all dwarves need to live in mountains, act gruff and fight with axes? For example, maybe something drove them from their mountain homes centuries ago and most now dwell in the foothills of their ancestral homes. Thanks to ta lack of agricultural traditions, they are forced to trade most of their crafts for food. Their eyes are more suited to unlit tunnels and chambers, so in the daytime they wear deep hoods that protect their sensitive eyes. Some tribes might have adopted a nocturnal lifestyle. This makes other races believe they are shifty and duplicitous. Dwarves are making honest attempts to deal with once-distant races and cultures, but have trouble overcoming their stubborn pride and ironclad tradition. Those who can't take up a trade are often forced into mercenary service for other races, spending their lives taking out their frustration on monsters and mugs of strong brew. These unfortunate souls are the basis of most dwarf stereotypes. Another thing I like: lots of adventure hooks. I hate trudging through the nuances of a city's economy, culture and statblocks of guard captains and getting no ideas on how to send players on a fun adventure. Who cares if the people in this village raise wheat, enjoy fishing in the river and are friendly to travelers? Tell me more about that troll living in the blacksmith's basement or why the mayor's daughter is never seen during new moons, even if it means cutting out the section about the count's lineage. Accessible, usable background material is a plus, too. You may have spent hours concocting a unique calender, three thousand years of history or a magic system based on your research of medieval science. But unless it affects how a wizard can cast a spell or gives characters something concrete to use in the here and now, I'm only going to read it if I'm bedridden and my Kindle runs out of batteries. Keep the relevant bits concise, and don't overload it with explanation. Leave something untold to stimulate the imagination. That's one of the main reasons people love pen-and-paper games. [/QUOTE]
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Fantasy Campaign Setting: What do you want/not want?
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