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How do you design your campaign setting?
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<blockquote data-quote="Starfox" data-source="post: 5597168" data-attributes="member: 2303"><p>When designing a world for a specific campaign:</p><p></p><p>Decide what kind of story you want to tell.</p><p></p><p>Imagine this story in different kinds of settings; try to imagine the setting that would make your story most poignant, where it would be most relevant.</p><p></p><p>Build that setting using some of the other methods discussed here, always with your intended story at the back of your head.</p><p></p><p>Don't fix things too firmly; leave white spots on the map. If you need a particular place later on, you can put it in a white spot. If a player wants a particular place to exist, probably as a part of character background, also put it there.</p><p></p><p>Don't make things too complex. If you expect a buttkicker story, there is no need to flesh out the cycles of the agricultural cult. Once the players show interest, you can always develop these things. On the other hand, some things need to be decided early on so that you have enough depth to drop hints and clues that there is more - like the old legends that prop up here and there in Lord of The Rings but are neither explained nor relevant to the story. Or the backdrop for Conan's Hyboria, which helps the reader adapt real-world prejudices to fantasy people.</p><p></p><p>Create the world fractally; that is the deeper the players dig, the more detail they find. There really are no uninteresting spots. If your players travel three days ride on the highway, they will naturally pass many adventuring spots, but they will most likely not notice so there is no need to dress them out. But if they stop for a week to heal and rest, local plots and points of interest are likely to pop up.</p></blockquote><p></p>
[QUOTE="Starfox, post: 5597168, member: 2303"] When designing a world for a specific campaign: Decide what kind of story you want to tell. Imagine this story in different kinds of settings; try to imagine the setting that would make your story most poignant, where it would be most relevant. Build that setting using some of the other methods discussed here, always with your intended story at the back of your head. Don't fix things too firmly; leave white spots on the map. If you need a particular place later on, you can put it in a white spot. If a player wants a particular place to exist, probably as a part of character background, also put it there. Don't make things too complex. If you expect a buttkicker story, there is no need to flesh out the cycles of the agricultural cult. Once the players show interest, you can always develop these things. On the other hand, some things need to be decided early on so that you have enough depth to drop hints and clues that there is more - like the old legends that prop up here and there in Lord of The Rings but are neither explained nor relevant to the story. Or the backdrop for Conan's Hyboria, which helps the reader adapt real-world prejudices to fantasy people. Create the world fractally; that is the deeper the players dig, the more detail they find. There really are no uninteresting spots. If your players travel three days ride on the highway, they will naturally pass many adventuring spots, but they will most likely not notice so there is no need to dress them out. But if they stop for a week to heal and rest, local plots and points of interest are likely to pop up. [/QUOTE]
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