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How "Real" is your world?
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<blockquote data-quote="Levistus's_Leviathan" data-source="post: 8643908" data-attributes="member: 7023887"><p>In my worlds, the Rule of Cool and Rule of Fun always overrule "realism." Verisimilitude is important to my settings, but<em> <span style="font-size: 12px">(ideally)</span></em> never to the extent that it gets in the way of the fun at the table. I want the players to feel immersed in the setting and the campaign's plot (if there is one), but if I want to throw in something completely wacky/nonsensical because I think it will make for a better adventure, I will.</p><p></p><p>So, I do care about stuff like local politics, developing factions, the effects of having centuries-old sentient characters/species in the world, and how magic would change things, but I also throw in whatever thing I think will make the game more fun even if it really doesn't make sense in the context of the world or the standard rules of D&D.</p><p></p><p>I take the same approach when I run official settings, too. I'm not going to try to be 100% accurate to the official lore of the setting (especially if it has decades-worth of lore, like Eberron, Ravenloft, and the Forgotten Realms), but I'm going to keep the core parts of the setting that make it fun. If any bit of lore would get in the way of that fun, I drop it.</p></blockquote><p></p>
[QUOTE="Levistus's_Leviathan, post: 8643908, member: 7023887"] In my worlds, the Rule of Cool and Rule of Fun always overrule "realism." Verisimilitude is important to my settings, but[I] [SIZE=3](ideally)[/SIZE][/I] never to the extent that it gets in the way of the fun at the table. I want the players to feel immersed in the setting and the campaign's plot (if there is one), but if I want to throw in something completely wacky/nonsensical because I think it will make for a better adventure, I will. So, I do care about stuff like local politics, developing factions, the effects of having centuries-old sentient characters/species in the world, and how magic would change things, but I also throw in whatever thing I think will make the game more fun even if it really doesn't make sense in the context of the world or the standard rules of D&D. I take the same approach when I run official settings, too. I'm not going to try to be 100% accurate to the official lore of the setting (especially if it has decades-worth of lore, like Eberron, Ravenloft, and the Forgotten Realms), but I'm going to keep the core parts of the setting that make it fun. If any bit of lore would get in the way of that fun, I drop it. [/QUOTE]
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