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Forked Thread: Is There A Published Setting For Me?
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<blockquote data-quote="El Mahdi" data-source="post: 4437998" data-attributes="member: 59506"><p>Maybe a published setting isn't for you. Just because others feel that since you are a new DM, you should use a published setting, doesn't necessarily mean they are right. I tried to post something about this in the other thread but either my connection or the server sent it into the ethernet of oblivion.</p><p> </p><p>I don't know if there is a setting in existence that meets your criteria, and there are a lot of settings out there (at least hundreds, if not a thousand or more). They don't have to be a WoTC setting. Fluff is pretty much non-setting dependent.</p><p> </p><p>I would think that, with what you <u>don't</u> want in your campaign, you have a good idea of what you <em>do</em> want. Maybe try this as a template:</p><p> </p><p>1. Decide what cultures you want in your game. You can use real-world analogies, "Fantasy" analogies, or even make up your own. Decide which races you are going to use in this game, to give it the feel you are looking for.</p><p> </p><p>2. Make a map or use an already printed map. There are maps in settings you can use and there are websites that have awesome collections of unique maps. There have been other threads on ENWorld with links to these sites. I'm sure there are other people on here that remember them or have them saved (I think one of them is called the Cartographers Guild).</p><p> </p><p>3. Place the cultures on your map in a way that reinforces the interplay and plot lines that you wanted to use. Don't overdo fleshing out the world though. It's easy to get lost in the details. Just expound the parts you need to start out with, such as: where the PC's are starting, the environs of your first adventure, the environs your plots and sub-plots may lead the PCs.</p><p> </p><p>4. List the plot lines and subplots you want to explore and run your players through.</p><p> </p><p>5. Either write your own adventure(s) involving your plots and sub-plots or pick some published adventures that either fit or can be adapted to your game. Think up hooks (or even steal them from any of the plots threads here on ENWorld) to get the players involved and lead them to the plots and sub-plots you have.</p><p> </p><p>6. Let your players loose and see what happens. Let them add to the world itself with the characters and backgrounds they choose (with your guidance of course<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />). Through cooperative effort between you and your players, all of you can flesh out and bring your setting to life.</p><p> </p><p> </p><p>Despite the occasional contrary curmudgeon you will encounter here on ENWorld, there are a lot of respected game designers and authors on the site. This place has a bit of the "who's who" of the gaming industry. Most of them or more than happy, and even eager, to give advice and help.</p></blockquote><p></p>
[QUOTE="El Mahdi, post: 4437998, member: 59506"] Maybe a published setting isn't for you. Just because others feel that since you are a new DM, you should use a published setting, doesn't necessarily mean they are right. I tried to post something about this in the other thread but either my connection or the server sent it into the ethernet of oblivion. I don't know if there is a setting in existence that meets your criteria, and there are a lot of settings out there (at least hundreds, if not a thousand or more). They don't have to be a WoTC setting. Fluff is pretty much non-setting dependent. I would think that, with what you [U]don't[/U] want in your campaign, you have a good idea of what you [I]do[/I] want. Maybe try this as a template: 1. Decide what cultures you want in your game. You can use real-world analogies, "Fantasy" analogies, or even make up your own. Decide which races you are going to use in this game, to give it the feel you are looking for. 2. Make a map or use an already printed map. There are maps in settings you can use and there are websites that have awesome collections of unique maps. There have been other threads on ENWorld with links to these sites. I'm sure there are other people on here that remember them or have them saved (I think one of them is called the Cartographers Guild). 3. Place the cultures on your map in a way that reinforces the interplay and plot lines that you wanted to use. Don't overdo fleshing out the world though. It's easy to get lost in the details. Just expound the parts you need to start out with, such as: where the PC's are starting, the environs of your first adventure, the environs your plots and sub-plots may lead the PCs. 4. List the plot lines and subplots you want to explore and run your players through. 5. Either write your own adventure(s) involving your plots and sub-plots or pick some published adventures that either fit or can be adapted to your game. Think up hooks (or even steal them from any of the plots threads here on ENWorld) to get the players involved and lead them to the plots and sub-plots you have. 6. Let your players loose and see what happens. Let them add to the world itself with the characters and backgrounds they choose (with your guidance of course:)). Through cooperative effort between you and your players, all of you can flesh out and bring your setting to life. Despite the occasional contrary curmudgeon you will encounter here on ENWorld, there are a lot of respected game designers and authors on the site. This place has a bit of the "who's who" of the gaming industry. Most of them or more than happy, and even eager, to give advice and help. [/QUOTE]
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