howandwhy99
Adventurer
==> Forked from "Question for the Old Schoolers"
I'm an OD&D aficionado, but I like to read a lot of the older publications for inspiration and insight into the game. So I'm rereading many of the older books albeit in a new light. How Forgotten Realms has changed and how it was and is designed was a topic in the above thread and it reminded me of a quote from the AD&D DMG. It's how I design my own homebrew campaigns, a kind of organic growth throughout play. I use a number of other details as well (like civilized lands as dungeons), but here is the quote for reference:
So, how do you design your homebrew campaign settings?
What do you look for in published settings? - to run whole or piecemeal to your homebrew?
What makes a fun campaign setting for you? - As a DM? - As a Player?
What are some examples of great campaign setting design?
I'm an OD&D aficionado, but I like to read a lot of the older publications for inspiration and insight into the game. So I'm rereading many of the older books albeit in a new light. How Forgotten Realms has changed and how it was and is designed was a topic in the above thread and it reminded me of a quote from the AD&D DMG. It's how I design my own homebrew campaigns, a kind of organic growth throughout play. I use a number of other details as well (like civilized lands as dungeons), but here is the quote for reference:
AD&D DMG p87 "The Campaign: Setting Things in Motion" said:"The general idea is to develop a dungeon of multiple levels, and the deeper adventurers go, the more difficult the challenges become - fiercer monsters, more deadly traps, more confusing mazes, and so forth. This same concept applies to areas outdoors as well, with more and terrible monsters occurring more frequently the further one goes away from civilization. Many variations on dungeon and wilderness areas are possible. One can build an underground complex where distance away from the entry point approximates depth, or it can be in a mountain where adventurers work upwards. Outdoor adventurers can be in a ruined city or a town which seems normal, but is under a curse, or virtually anything which you can imagine and then develop into a playable situation for your campaign participants."
So, how do you design your homebrew campaign settings?
What do you look for in published settings? - to run whole or piecemeal to your homebrew?
What makes a fun campaign setting for you? - As a DM? - As a Player?
What are some examples of great campaign setting design?