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General Tabletop Discussion
Character Builds & Optimization
How do you build your campaign worlds?
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<blockquote data-quote="S'mon" data-source="post: 1149583" data-attributes="member: 463"><p>Do you mean finished as in "now it's ready for us to play with!" or finished as in "Now the story's done, time for a new world"? I thought you meant the latter.</p><p></p><p>I think there's a place for both open-ended and closed campaign worlds. Open-ended worlds are like Forgotten Realms or Hyborea, settings for endless possible tales, close-ended are like Middle Earth or Krynn (as it was conceived) - they're there to tell a particular story, once that story is told there's not much else to do.</p><p></p><p>I think both types have their advantages. I have a primary open-ended campaign world, but especially when running deity-level play I'll bring in new worlds with strong themes and particular 'stories' - the flat world based on Norse myth being overrun by the Wolfen hordes of Fenrir, the fantasy-1940s Earth where medieval Nazi Storm Knights invade a Britain led by Excalibur-wielding Winston Churchill, and so on. Sometimes these worlds are returned to for later stories (with the Wolfen defeated, the human alliance breaks down and war breaks out between the goodly cities and the Surt-worshippers of Sunderhold; in 1950s fantasy Earth's Cold War the Steel Tsar plots to destroy the free West...), but they're not intended for generic campaign play.</p></blockquote><p></p>
[QUOTE="S'mon, post: 1149583, member: 463"] Do you mean finished as in "now it's ready for us to play with!" or finished as in "Now the story's done, time for a new world"? I thought you meant the latter. I think there's a place for both open-ended and closed campaign worlds. Open-ended worlds are like Forgotten Realms or Hyborea, settings for endless possible tales, close-ended are like Middle Earth or Krynn (as it was conceived) - they're there to tell a particular story, once that story is told there's not much else to do. I think both types have their advantages. I have a primary open-ended campaign world, but especially when running deity-level play I'll bring in new worlds with strong themes and particular 'stories' - the flat world based on Norse myth being overrun by the Wolfen hordes of Fenrir, the fantasy-1940s Earth where medieval Nazi Storm Knights invade a Britain led by Excalibur-wielding Winston Churchill, and so on. Sometimes these worlds are returned to for later stories (with the Wolfen defeated, the human alliance breaks down and war breaks out between the goodly cities and the Surt-worshippers of Sunderhold; in 1950s fantasy Earth's Cold War the Steel Tsar plots to destroy the free West...), but they're not intended for generic campaign play. [/QUOTE]
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