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Greyhawk Confirmed. Tell Me Why.
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<blockquote data-quote="CleverNickName" data-source="post: 9355317" data-attributes="member: 50987"><p>I want world-building input from my players. When I am putting a new campaign together, I always ask them for the following stuff at a minimum.</p><p></p><p>What races/ancestries are you going to play? This tells me which races are going to be important in the setting. I need to focus on these, but I can ignore or remove the rest. If nobody wants to play a drow or a tiefling, I don't need to include them in the campaign lore (unless I need them as NPCs.)</p><p></p><p>What classes/subclasses are you going to use? Same as above, but it's a deeper cut. If nobody is interested in playing a cleric, paladin, or warlock, for example, it means I can remove them from the game without causing problems....heck, I could even remove gods and religion entirely if I wanted. But if they <em>do </em>want to play a cleric or paladin, that will inform me of which gods/temples/faiths need the most focus.</p><p></p><p>What is your background and origin story? I probably already have the starting point of the campaign written--the town they all live in, a few NPCs they will meet, a dungeon to explore--but their characters' own histories will shape it. The soldier background is popular with my group, so I usually have to add a military presence nearby. The pirate background is also popular, so I try to also put that town near the sea. Or I combine them into a naval presence.</p><p></p><p>So anyway. I don't get player input on where to put different kingdoms, or where the mountains are, or the shape of the world. But I rely on their character choices to help me <em>focus</em> the world.</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 9355317, member: 50987"] I want world-building input from my players. When I am putting a new campaign together, I always ask them for the following stuff at a minimum. What races/ancestries are you going to play? This tells me which races are going to be important in the setting. I need to focus on these, but I can ignore or remove the rest. If nobody wants to play a drow or a tiefling, I don't need to include them in the campaign lore (unless I need them as NPCs.) What classes/subclasses are you going to use? Same as above, but it's a deeper cut. If nobody is interested in playing a cleric, paladin, or warlock, for example, it means I can remove them from the game without causing problems....heck, I could even remove gods and religion entirely if I wanted. But if they [I]do [/I]want to play a cleric or paladin, that will inform me of which gods/temples/faiths need the most focus. What is your background and origin story? I probably already have the starting point of the campaign written--the town they all live in, a few NPCs they will meet, a dungeon to explore--but their characters' own histories will shape it. The soldier background is popular with my group, so I usually have to add a military presence nearby. The pirate background is also popular, so I try to also put that town near the sea. Or I combine them into a naval presence. So anyway. I don't get player input on where to put different kingdoms, or where the mountains are, or the shape of the world. But I rely on their character choices to help me [I]focus[/I] the world. [/QUOTE]
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Greyhawk Confirmed. Tell Me Why.
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