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Homewbrew Campaigns: How Old Is Your World?
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<blockquote data-quote="Blue" data-source="post: 8200379" data-attributes="member: 20564"><p>My shortest campaign in the past several decades was 4 years long. After that much time, players have been exposed to lots of the secrets of the worlds, and they have become familiar to me. I'd much rather create a new world for a new campaign then revisit one, same way as I won't recreate a character Ive played in someone else's game. Why retread old ground when I have too many ideas to ever be able to run them all?</p><p></p><p>My current new campaign process is that I design a light framework that holds things unique to support adventures I couldn't have in another generic world. I come up with some high level setting details - basically just hooks and awesome for the players to pick up on, and then do a big session 0 where we see what ones catch players interest and from that what type of party the characters are interested in.</p><p></p><p>During sessions 0 I really empower my players to come up with setting details as long as it doesn't impact my minimalist framework. I'm not talking about just "what's your hometown" - during my most recent campaign start the first thing was a player wanting to play a druid want3ed a real connection, and the moon is the skull of a decapitated deity and the land is literally her body. From there we ended up with - all player suggested - that the Dwarves had been genocided, and the Imperium (part of my framework, an aged and failing empire) had created the Drow to take over the Dwarf lands to literally mine the Bones of the Earth. After that Halflings were also a created race, servitors and agricultural workers.</p><p></p><p>All of this made what I was planning so much richer, and so much more unique than a single person designing it themselves. Which does get me to "reusing" settings - I am a fan of shared settings, preferably with multiple campaigns going at the same time but that's not a hard rule. Either shared by just players, or also multiple DMs.</p></blockquote><p></p>
[QUOTE="Blue, post: 8200379, member: 20564"] My shortest campaign in the past several decades was 4 years long. After that much time, players have been exposed to lots of the secrets of the worlds, and they have become familiar to me. I'd much rather create a new world for a new campaign then revisit one, same way as I won't recreate a character Ive played in someone else's game. Why retread old ground when I have too many ideas to ever be able to run them all? My current new campaign process is that I design a light framework that holds things unique to support adventures I couldn't have in another generic world. I come up with some high level setting details - basically just hooks and awesome for the players to pick up on, and then do a big session 0 where we see what ones catch players interest and from that what type of party the characters are interested in. During sessions 0 I really empower my players to come up with setting details as long as it doesn't impact my minimalist framework. I'm not talking about just "what's your hometown" - during my most recent campaign start the first thing was a player wanting to play a druid want3ed a real connection, and the moon is the skull of a decapitated deity and the land is literally her body. From there we ended up with - all player suggested - that the Dwarves had been genocided, and the Imperium (part of my framework, an aged and failing empire) had created the Drow to take over the Dwarf lands to literally mine the Bones of the Earth. After that Halflings were also a created race, servitors and agricultural workers. All of this made what I was planning so much richer, and so much more unique than a single person designing it themselves. Which does get me to "reusing" settings - I am a fan of shared settings, preferably with multiple campaigns going at the same time but that's not a hard rule. Either shared by just players, or also multiple DMs. [/QUOTE]
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