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How "Real" is your world?
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<blockquote data-quote="Oofta" data-source="post: 8643003" data-attributes="member: 6801845"><p>I do my best. I put a decent amount of thought into climate and weather patterns, where deserts would be vs swamps for example is one simple example. I also try to think about how the world would work if magic were real which is why I have low level everyday magic going on. It's not Eberron levels, but small magical rituals are quite common and utilitarian.</p><p></p><p>As far as societies and interactions with monsters and whatnot, many of my adversaries are (demi)humans or people that have made deals with the literal devil or otherworldly power. I tend to do more urban adventures than anything with the occasional lycanthrope, vampire or other monster that can pass as people most of the time. Until, of course, some idiot cracks open that book of evil nasty stuff and unleashes heck.</p><p></p><p>At the same time I only do broad brushstrokes and don't get into a lot of detail. I have ideas of how safe or unsafe various regions are, how it will affect how people live and the defenses they build. I also make assumptions that there are defenses we don't have in the real world. For example there's no need for a ballista on a gimbal that can fire a net to counter a dragon attack in the real world because in the real world dragons aren't real. They exist in some areas of my world, or at least people know about them.</p><p></p><p>On the other hand I also have realms that don't work exactly that way. I don't use the great wheel, I loosely base my cosmology on Norse legends of a giant yew tree that connects different realms. The underdark is Svartleheim for example, and doesn't follow all the rules of our world. My current campaign has the group in Muspleheim, land of fire giants, where the sky is not lit by the sun but by a fiery dome that Surtr renews every morning. </p><p></p><p>So I'm sure that there are gaping holes in my logic. I attempt to have my campaign world be the real world + magic. More or less.</p></blockquote><p></p>
[QUOTE="Oofta, post: 8643003, member: 6801845"] I do my best. I put a decent amount of thought into climate and weather patterns, where deserts would be vs swamps for example is one simple example. I also try to think about how the world would work if magic were real which is why I have low level everyday magic going on. It's not Eberron levels, but small magical rituals are quite common and utilitarian. As far as societies and interactions with monsters and whatnot, many of my adversaries are (demi)humans or people that have made deals with the literal devil or otherworldly power. I tend to do more urban adventures than anything with the occasional lycanthrope, vampire or other monster that can pass as people most of the time. Until, of course, some idiot cracks open that book of evil nasty stuff and unleashes heck. At the same time I only do broad brushstrokes and don't get into a lot of detail. I have ideas of how safe or unsafe various regions are, how it will affect how people live and the defenses they build. I also make assumptions that there are defenses we don't have in the real world. For example there's no need for a ballista on a gimbal that can fire a net to counter a dragon attack in the real world because in the real world dragons aren't real. They exist in some areas of my world, or at least people know about them. On the other hand I also have realms that don't work exactly that way. I don't use the great wheel, I loosely base my cosmology on Norse legends of a giant yew tree that connects different realms. The underdark is Svartleheim for example, and doesn't follow all the rules of our world. My current campaign has the group in Muspleheim, land of fire giants, where the sky is not lit by the sun but by a fiery dome that Surtr renews every morning. So I'm sure that there are gaping holes in my logic. I attempt to have my campaign world be the real world + magic. More or less. [/QUOTE]
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