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Character Builds & Optimization
How do you build your campaign worlds?
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<blockquote data-quote="Wombat" data-source="post: 1148807" data-attributes="member: 8447"><p>I tend to start with a mood I want to approach first -- Epic, Lighthearted, Gritty, etc.</p><p></p><p>After this, a general theme or course of Big Events. This will not be utterly Set In Stone, because I allow for a LOT of player interaction.</p><p></p><p>I usually also try to deal with a campaign aspect that I haven't played with before: make a very realistic city, develop changes in a culture over time, come up with a long history, decide what foods are appropriate and what menus might look like, etc. Each world (no matter what the system is) is a new challenge, each one a little closer to a feeling of share-reality.</p><p></p><p>At that point, I start writing. I come out with a series of shortish (1-5 pages) essays for my would-be players giving different background aspects to the world, well before I start dealing with House Rules and the like. I want them to get a "feel" for the world. After they start getting some notion of where the world is going, I ask them for feedback. At that point I start working on the "crunchy bits" (limits on classes and PrCs, limits on equipment, added or subtracted skills, etc.).</p><p></p><p>Somewhere along the line a map or two will appear.</p><p></p><p>I will know that the world I am working on is going to be sucessful if the players start adding bits to the world, extra races, names of fruits, a story or legends, maybe a counting game.</p><p></p><p>While I start the ball rolling, I want all my players to understand that this is a cooperative venture -- it is not MY world, but OUR world.</p><p></p><p>Eventually flavour wins over mechanics in all my games.</p></blockquote><p></p>
[QUOTE="Wombat, post: 1148807, member: 8447"] I tend to start with a mood I want to approach first -- Epic, Lighthearted, Gritty, etc. After this, a general theme or course of Big Events. This will not be utterly Set In Stone, because I allow for a LOT of player interaction. I usually also try to deal with a campaign aspect that I haven't played with before: make a very realistic city, develop changes in a culture over time, come up with a long history, decide what foods are appropriate and what menus might look like, etc. Each world (no matter what the system is) is a new challenge, each one a little closer to a feeling of share-reality. At that point, I start writing. I come out with a series of shortish (1-5 pages) essays for my would-be players giving different background aspects to the world, well before I start dealing with House Rules and the like. I want them to get a "feel" for the world. After they start getting some notion of where the world is going, I ask them for feedback. At that point I start working on the "crunchy bits" (limits on classes and PrCs, limits on equipment, added or subtracted skills, etc.). Somewhere along the line a map or two will appear. I will know that the world I am working on is going to be sucessful if the players start adding bits to the world, extra races, names of fruits, a story or legends, maybe a counting game. While I start the ball rolling, I want all my players to understand that this is a cooperative venture -- it is not MY world, but OUR world. Eventually flavour wins over mechanics in all my games. [/QUOTE]
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