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General Tabletop Discussion
Character Builds & Optimization
How do you build your campaign worlds?
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<blockquote data-quote="AFGNCAAP" data-source="post: 1149336" data-attributes="member: 871"><p>I'd say that before you build a campaign world, consider the level of detail you want to incorporate in it. Then, determine if you have enough time to work on the setting in order to achieve the level of detail that you want.</p><p></p><p>I'd also recommend considering the group that you play with when building a campaign. Sure, you may want high fantasy, but the players may enjoy a grim-&-gritty style. You may have a great campaign world idea, but it just may not "click" with the players if it differs from the kind & style of game they want to play.</p><p></p><p>Otherwise, all of the replies in this thread give good ideas for how to start. I'd recommend determining a few things before delving in campaign-building:</p><p></p><p>1) What are the core concepts of the setting?</p><p>2) Will these core concepts call for a modification of the rules?</p><p>3) What impact will these rule modifications have on gameplay?</p><p>4) Are there elements in the game that will call for "crunch" instead of "fluff"?</p><p></p><p>After these 4 questions are answered, you may want think about how the game will work. Determine if there are any optional rules that you'll want to implement. Also, see if there are any existing rules for things that you may want to implement IYC (for example, like including a noble/aristocrat PC class--you could check Dragonlance or WoT to see how their versions of the noble class could work).</p></blockquote><p></p>
[QUOTE="AFGNCAAP, post: 1149336, member: 871"] I'd say that before you build a campaign world, consider the level of detail you want to incorporate in it. Then, determine if you have enough time to work on the setting in order to achieve the level of detail that you want. I'd also recommend considering the group that you play with when building a campaign. Sure, you may want high fantasy, but the players may enjoy a grim-&-gritty style. You may have a great campaign world idea, but it just may not "click" with the players if it differs from the kind & style of game they want to play. Otherwise, all of the replies in this thread give good ideas for how to start. I'd recommend determining a few things before delving in campaign-building: 1) What are the core concepts of the setting? 2) Will these core concepts call for a modification of the rules? 3) What impact will these rule modifications have on gameplay? 4) Are there elements in the game that will call for "crunch" instead of "fluff"? After these 4 questions are answered, you may want think about how the game will work. Determine if there are any optional rules that you'll want to implement. Also, see if there are any existing rules for things that you may want to implement IYC (for example, like including a noble/aristocrat PC class--you could check Dragonlance or WoT to see how their versions of the noble class could work). [/QUOTE]
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