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Fantasy Campaign Setting: What do you want/not want?
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<blockquote data-quote="Janx" data-source="post: 6059604" data-attributes="member: 8835"><p>I like some of the points I seen:</p><p>farms around cities and towns to logically support those populations</p><p>trading centers located in central locations where folks WOULD trade</p><p></p><p>Here's some stuff I like to do:</p><p>make sure there's a place in the world for every class and race that I'm going to allow to explain where that race came from, and how that class fit into society</p><p>There's no ninjas in my game, if I don't have a culture that produces ninjas</p><p>there's no halflings in my game, if I don't have an area where halflings are/were from</p><p></p><p>exposure to high level NPCs is granted by social recognition which is granted by PC level.</p><p>1st level PCs do not get orders from the king. They don't get brought in to meet the king for a reward. They don't solve kingdom-level problems. A 1st level PC impresses and meets the local leader of the village. As the PC accomplishes more, his renown grows and the scope and scale of his quests increases to higher levels of leadership and municipality.</p><p></p><p>Holidays, seasons and the passage of time</p><p>PCs should be seeing festivals and stuff going on</p><p>adventuring should happen in the spring-fall time, with winter being taken off</p><p>time should pass between quests/events the PCs deal with, rather than playing out the hour-by-hour advancement from 1st to 20th level in 13 days of game time.</p><p></p><p>Religion that makes sense</p><p>Religions and religious orders should be defined and setup so cleric PCs know where they fit in the game world</p><p></p><p>Wizard and sorceror support network</p><p>a world where magic is feared and loathed pretty much gives the finger to the player who wants to run a Wizard. Making the PC an outcast from the onset, unlike the rest of the players isn't really fun or fair.</p><p>It's always OK if there's some area where they are mistrusted or outlawed, but the default starting point should at least tolerate the magical PC as much as any other class.</p><p></p><p>Racism and bigotry is Over There</p><p>like anti-magicism, the starting area for the PCs should generally tolerate the party. Likewise, we don't need the elves hating the dwarves as backstory such that it bleeds into immediate party in-fighting. Let the players explore such things once they get started when they get "over there" where an example of a bigoted society can be demonstrated, without foisting it on the players immediately. Especially if you don't know how close to home such a topic might hit with a player.</p><p></p><p>Cities and villages with important, expected shops and services defined. If every town has an inn, put it on the darn town map, as well as description of the place and its keeper. the GM should not have to guess if a pretty common service exists or not, and then have to make up a place and its NPC. With all the random generators on the internet, it's pretty trivial to generate a random town map, NPCs and such for every place in the game world that you drew on the world map.</p><p></p><p>Nations and their history and governments</p><p>once you have your world map, carve it into nations and pick some interesting forms of government for each. Then make up some history for each, so there's some flavor to use later.</p></blockquote><p></p>
[QUOTE="Janx, post: 6059604, member: 8835"] I like some of the points I seen: farms around cities and towns to logically support those populations trading centers located in central locations where folks WOULD trade Here's some stuff I like to do: make sure there's a place in the world for every class and race that I'm going to allow to explain where that race came from, and how that class fit into society There's no ninjas in my game, if I don't have a culture that produces ninjas there's no halflings in my game, if I don't have an area where halflings are/were from exposure to high level NPCs is granted by social recognition which is granted by PC level. 1st level PCs do not get orders from the king. They don't get brought in to meet the king for a reward. They don't solve kingdom-level problems. A 1st level PC impresses and meets the local leader of the village. As the PC accomplishes more, his renown grows and the scope and scale of his quests increases to higher levels of leadership and municipality. Holidays, seasons and the passage of time PCs should be seeing festivals and stuff going on adventuring should happen in the spring-fall time, with winter being taken off time should pass between quests/events the PCs deal with, rather than playing out the hour-by-hour advancement from 1st to 20th level in 13 days of game time. Religion that makes sense Religions and religious orders should be defined and setup so cleric PCs know where they fit in the game world Wizard and sorceror support network a world where magic is feared and loathed pretty much gives the finger to the player who wants to run a Wizard. Making the PC an outcast from the onset, unlike the rest of the players isn't really fun or fair. It's always OK if there's some area where they are mistrusted or outlawed, but the default starting point should at least tolerate the magical PC as much as any other class. Racism and bigotry is Over There like anti-magicism, the starting area for the PCs should generally tolerate the party. Likewise, we don't need the elves hating the dwarves as backstory such that it bleeds into immediate party in-fighting. Let the players explore such things once they get started when they get "over there" where an example of a bigoted society can be demonstrated, without foisting it on the players immediately. Especially if you don't know how close to home such a topic might hit with a player. Cities and villages with important, expected shops and services defined. If every town has an inn, put it on the darn town map, as well as description of the place and its keeper. the GM should not have to guess if a pretty common service exists or not, and then have to make up a place and its NPC. With all the random generators on the internet, it's pretty trivial to generate a random town map, NPCs and such for every place in the game world that you drew on the world map. Nations and their history and governments once you have your world map, carve it into nations and pick some interesting forms of government for each. Then make up some history for each, so there's some flavor to use later. [/QUOTE]
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