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*Dungeons & Dragons
Homebrew vs. Premade Campaign Worlds
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<blockquote data-quote="rounser" data-source="post: 189778" data-attributes="member: 1106"><p>Not just a theory, it works in practice too, although I ended up with a jumble of climate types (from jungle to glacial mountains) on the A4 map both times around to support various adventure needs within the bounds of a small area. The results were notably interactive (e.g. with the names changed, my "L'Trel" city burned down, my "Kratys Freehold" got besieged and the 2E monk returned to his monaestery to find it turned into "The Isle of the Abbey") since most locations and NPCs had their eventual fate based more or less on what the PCs did. This was because everything was there pretty much because some or other adventure needed it - very little setting "fat" was present. The downside, perhaps, was that the feel of the A4 map settings were quite "generic D&D". Nevertheless, there was always a plenty to do...</p><p></p><p>Indeed, the "what if?" questions are excellent ones for inspiring creativity, and your approach is one I've used in the past as well.</p><p></p><p>What I'm getting at is that if you turn that around and say "what setting ideas do these adventures suggest if I kludged them all together and tried to make it a cohesive campaign?", you get a whole new range of ideas to throw at your homebrew setting - and as a bonus, you're more likely to see them become directly involved in the game since they form part of the props for an adventure. If you merge NPCs, storylines and locations from different adventures, it can become quite satisfying watching it all come together - although I never really got an overall story arc going in those campaigns.</p></blockquote><p></p>
[QUOTE="rounser, post: 189778, member: 1106"] Not just a theory, it works in practice too, although I ended up with a jumble of climate types (from jungle to glacial mountains) on the A4 map both times around to support various adventure needs within the bounds of a small area. The results were notably interactive (e.g. with the names changed, my "L'Trel" city burned down, my "Kratys Freehold" got besieged and the 2E monk returned to his monaestery to find it turned into "The Isle of the Abbey") since most locations and NPCs had their eventual fate based more or less on what the PCs did. This was because everything was there pretty much because some or other adventure needed it - very little setting "fat" was present. The downside, perhaps, was that the feel of the A4 map settings were quite "generic D&D". Nevertheless, there was always a plenty to do... Indeed, the "what if?" questions are excellent ones for inspiring creativity, and your approach is one I've used in the past as well. What I'm getting at is that if you turn that around and say "what setting ideas do these adventures suggest if I kludged them all together and tried to make it a cohesive campaign?", you get a whole new range of ideas to throw at your homebrew setting - and as a bonus, you're more likely to see them become directly involved in the game since they form part of the props for an adventure. If you merge NPCs, storylines and locations from different adventures, it can become quite satisfying watching it all come together - although I never really got an overall story arc going in those campaigns. [/QUOTE]
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