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How Busy can a Setting be
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<blockquote data-quote="Jürgen Hubert" data-source="post: 547593" data-attributes="member: 7177"><p>Limiting yourself to a few main themes that truely shape the setting is probably a good idea, at least for campaigns that exist beyong your gaming group alone - or else new GMs and players will have a hard time getting into the setting. Many different themes can make a setting <em>very</em> confusing...</p><p></p><p>To use two settings I am involved with as an example:</p><p></p><p>In <a href="http://enworld.cyberstreet.com/news/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=38&ttitle=Urbis" target="_blank">Urbis</a>, the big theme is that magical architecture combined with lots of people living in a single city allow the usage of vast amounts of magical energies - thus, the world is dominated by lots of very large (by normal D&D standards) city states.</p><p></p><p>There are quite a few secondary themes, like the urban poor, massive social changes, and more. But the "Big City" theme is central to them all. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p><a href="http://juergen.the-huberts.net/pisces/index.html" target="_blank">Pisces</a> is still in flux (after all, it's hardly more than a week old - but nonetheless, there are some amazing ideas on the messageboards), but the main theme is that all the normal PC races are refugees who fled the destruction of their home world and are now stranded on a strange and alien planet.</p><p></p><p>Once you have developed the main theme(s), you can develop all kinds of secondary themes related to the first one. But that's just the details...</p></blockquote><p></p>
[QUOTE="Jürgen Hubert, post: 547593, member: 7177"] Limiting yourself to a few main themes that truely shape the setting is probably a good idea, at least for campaigns that exist beyong your gaming group alone - or else new GMs and players will have a hard time getting into the setting. Many different themes can make a setting [i]very[/i] confusing... To use two settings I am involved with as an example: In [URL=http://enworld.cyberstreet.com/news/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=38&ttitle=Urbis]Urbis[/URL], the big theme is that magical architecture combined with lots of people living in a single city allow the usage of vast amounts of magical energies - thus, the world is dominated by lots of very large (by normal D&D standards) city states. There are quite a few secondary themes, like the urban poor, massive social changes, and more. But the "Big City" theme is central to them all. ;) [URL=http://juergen.the-huberts.net/pisces/index.html]Pisces[/URL] is still in flux (after all, it's hardly more than a week old - but nonetheless, there are some amazing ideas on the messageboards), but the main theme is that all the normal PC races are refugees who fled the destruction of their home world and are now stranded on a strange and alien planet. Once you have developed the main theme(s), you can develop all kinds of secondary themes related to the first one. But that's just the details... [/QUOTE]
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