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Judgement calls vs "railroading"
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<blockquote data-quote="Ilbranteloth" data-source="post: 7087743" data-attributes="member: 6778044"><p>Well, the Forgotten Realms. There has been an enormous amount published, and I've never run anything in the Great Glacier, for example. Or Maztica for that matter. I haven't actually run a campaign in Calimshan either, but the region has had an indirect influence on the campaign from time to time.</p><p></p><p>One of the things that I do in my world is that there aren't really +1/2/3 magic items. They are masterwork items, although not all masterwork items have to have a bonus to hit or damage (sometimes they are just decorated with gems, precious metals, etc.). But some of those are due to exotic metals or forging techniques. It's the equivalent of Damascus Steel.</p><p></p><p>If you're running an Arthurian campaign in England, treasures brought back from the Crusades and weapons made of Damascus Steel are worth something. The tales of those that were there also play into the lore of the campaign and world. Another factor is how the history of those lands plays into the current era. The migration of humans and other races, for example, have an impact on what sort of dungeons and the contents thereof. </p><p></p><p>The point is, there is a lot of lore and information that is detailed that may never come into play. But in some cases it might have an indirect impact. On the other hand, whatever the payers choose to follow might actually lead them to such a faraway land. In the Realms, with a large number of magical portals, it's also possible to end up there unintentionally. Having that detail available makes it easier for me.</p><p></p><p>So the intention is not to write or have material available that never comes into play. It's to have such material available in case it might come into play. The other end of the spectrum are those games (or DM advice) that recommends just-in-time authoring of such things. There's a lot of such advice that highlights adventures or supplements that have all sorts of lore and detail that is intended for the DM, but won't necessarily be provided to the players. The advice being that it's wasteful and unnecessary. I disagree, because that sort of depth helps me portray that differently. Could I do that without it? Yes. But I think I do it better when I have more of that available to me. Just the way my brain works.</p><p></p><p>Then there's the fact that I just like reading/writing about more of the world, and that it's just an enjoyable pastime on its own.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7087743, member: 6778044"] Well, the Forgotten Realms. There has been an enormous amount published, and I've never run anything in the Great Glacier, for example. Or Maztica for that matter. I haven't actually run a campaign in Calimshan either, but the region has had an indirect influence on the campaign from time to time. One of the things that I do in my world is that there aren't really +1/2/3 magic items. They are masterwork items, although not all masterwork items have to have a bonus to hit or damage (sometimes they are just decorated with gems, precious metals, etc.). But some of those are due to exotic metals or forging techniques. It's the equivalent of Damascus Steel. If you're running an Arthurian campaign in England, treasures brought back from the Crusades and weapons made of Damascus Steel are worth something. The tales of those that were there also play into the lore of the campaign and world. Another factor is how the history of those lands plays into the current era. The migration of humans and other races, for example, have an impact on what sort of dungeons and the contents thereof. The point is, there is a lot of lore and information that is detailed that may never come into play. But in some cases it might have an indirect impact. On the other hand, whatever the payers choose to follow might actually lead them to such a faraway land. In the Realms, with a large number of magical portals, it's also possible to end up there unintentionally. Having that detail available makes it easier for me. So the intention is not to write or have material available that never comes into play. It's to have such material available in case it might come into play. The other end of the spectrum are those games (or DM advice) that recommends just-in-time authoring of such things. There's a lot of such advice that highlights adventures or supplements that have all sorts of lore and detail that is intended for the DM, but won't necessarily be provided to the players. The advice being that it's wasteful and unnecessary. I disagree, because that sort of depth helps me portray that differently. Could I do that without it? Yes. But I think I do it better when I have more of that available to me. Just the way my brain works. Then there's the fact that I just like reading/writing about more of the world, and that it's just an enjoyable pastime on its own. [/QUOTE]
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