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How "different" does a new setting have to be?
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<blockquote data-quote="Beale Knight" data-source="post: 1323383" data-attributes="member: 7033"><p>Like Whisperfoot said – this is a cool thread. Figured I’d throw my thoughts and story in here too. </p><p></p><p>Wanting something different in D&D without radically changing everything about it is what drove me to start on what became the Next Age Heroes setting. The familiar elements are all there, and with the names that everyone’s used to. Elves in the forest, dwarves underground, gnomes in the hills, humans in the flatlands (except the barbarians), and halflings scattered almost everywhere. The human society is even the traditional feudal kingdom. </p><p></p><p>All that familiarity is so the players can jump in and quickly grasp the basics before getting into their specific racial knowledge. Each race, and each barbarian clan, has a distinct social organization, political tradition, view of history and religion, and just plain old secrets. These differences can be played up or glossed over depending on the style of game you choose to run. It’s possible to play a very political game if that’s what you want.</p><p></p><p>The big twist on the setting is the size of the “known world” – its about the size of South Carolina. There’s no giant continental map ala Greyhawk or the Realms for the players to reference because no one’s explored past the various threats and obstacles that are on the fringes of the map and returned to tell what’s out there. The entire thrust and theme of the setting is that the PCs are the first ones to go out, see what lies beyond the edge of the map, and make it home. What they do with what they discover is entirely up to them, and their options are wide open. </p><p></p><p>There’s certainly a bigger world out there, and as the PCs quickly discover, there are very good reasons why almost no one who has gone exploring has returned (just like there are good reasons why the various racial societies haven’t sent out explorers for exploration’s own sake). This leads to another twist in the setting, the lack of high level NPCs. Simply put, there are almost none. This makes for a setting where the PCs can relatively soon (compared to GH or FR) become the greatest heroes in the land – which of course presents them with an entirely new set of problems and challenges.</p></blockquote><p></p>
[QUOTE="Beale Knight, post: 1323383, member: 7033"] Like Whisperfoot said – this is a cool thread. Figured I’d throw my thoughts and story in here too. Wanting something different in D&D without radically changing everything about it is what drove me to start on what became the Next Age Heroes setting. The familiar elements are all there, and with the names that everyone’s used to. Elves in the forest, dwarves underground, gnomes in the hills, humans in the flatlands (except the barbarians), and halflings scattered almost everywhere. The human society is even the traditional feudal kingdom. All that familiarity is so the players can jump in and quickly grasp the basics before getting into their specific racial knowledge. Each race, and each barbarian clan, has a distinct social organization, political tradition, view of history and religion, and just plain old secrets. These differences can be played up or glossed over depending on the style of game you choose to run. It’s possible to play a very political game if that’s what you want. The big twist on the setting is the size of the “known world” – its about the size of South Carolina. There’s no giant continental map ala Greyhawk or the Realms for the players to reference because no one’s explored past the various threats and obstacles that are on the fringes of the map and returned to tell what’s out there. The entire thrust and theme of the setting is that the PCs are the first ones to go out, see what lies beyond the edge of the map, and make it home. What they do with what they discover is entirely up to them, and their options are wide open. There’s certainly a bigger world out there, and as the PCs quickly discover, there are very good reasons why almost no one who has gone exploring has returned (just like there are good reasons why the various racial societies haven’t sent out explorers for exploration’s own sake). This leads to another twist in the setting, the lack of high level NPCs. Simply put, there are almost none. This makes for a setting where the PCs can relatively soon (compared to GH or FR) become the greatest heroes in the land – which of course presents them with an entirely new set of problems and challenges. [/QUOTE]
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