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<blockquote data-quote="SpiralBound" data-source="post: 1964734" data-attributes="member: 8396"><p>There isn't any intrinsic "list of required preparations" really. It basically comes down to this: How much do you need to adequately make your setting feel real for your players and provide both you and the players with enough support to allow everyone to collectively breath life in to your original campaign concept? Just how much material you need to create initially in answering that question really depends on what you're trying to accomplish and your personal GM style.</p><p></p><p>Speaking for myself, I usually don't prepare a whole lot. I usually start with the bare minimum of actual setting details and allow it to develop and grow naturally as the campaign progresses. For example, for my last setting, I had a VERY rough pencil sketch of a corner of a continent with 2-3 locations, a general feel for what the style of culture was here, what vague political activities were happening or about to happen, what races and classes were allowed, and a couple of adventure ideas for the first few sessions. I started them with a treasure hunt in the ruins of an ex-capital city from an ancient fallen empire in a current day land of city-states.</p><p></p><p>This grew and evolved into an entire continent with a history, several cultural realms, a few unique monsters, and a bunch of really fun adventures as the characters slowly unravelled the truth of an ancient forgotton war that had radically changed their world from what it once was into what it was now. (my original campaign theme) The PCs didn't even know that their world had ever been different. They also stumbled across the fact that the original cause of this world-altering war was coming back to finish the job... <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=":-)" /></p></blockquote><p></p>
[QUOTE="SpiralBound, post: 1964734, member: 8396"] There isn't any intrinsic "list of required preparations" really. It basically comes down to this: How much do you need to adequately make your setting feel real for your players and provide both you and the players with enough support to allow everyone to collectively breath life in to your original campaign concept? Just how much material you need to create initially in answering that question really depends on what you're trying to accomplish and your personal GM style. Speaking for myself, I usually don't prepare a whole lot. I usually start with the bare minimum of actual setting details and allow it to develop and grow naturally as the campaign progresses. For example, for my last setting, I had a VERY rough pencil sketch of a corner of a continent with 2-3 locations, a general feel for what the style of culture was here, what vague political activities were happening or about to happen, what races and classes were allowed, and a couple of adventure ideas for the first few sessions. I started them with a treasure hunt in the ruins of an ex-capital city from an ancient fallen empire in a current day land of city-states. This grew and evolved into an entire continent with a history, several cultural realms, a few unique monsters, and a bunch of really fun adventures as the characters slowly unravelled the truth of an ancient forgotton war that had radically changed their world from what it once was into what it was now. (my original campaign theme) The PCs didn't even know that their world had ever been different. They also stumbled across the fact that the original cause of this world-altering war was coming back to finish the job... :-) [/QUOTE]
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