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Keeping the sense of wonder alive
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<blockquote data-quote="Starfox" data-source="post: 5333169" data-attributes="member: 2303"><p>Sense of Wonder for me comes from seeing how new things really have an effect on the setting. For example, in the real world, people will sometimes walk down the street having loud conversations with themselves, just as if they were madmen - when they are in fact just using an unobtrusive communication device. I try to come up with how other "fantastic" elements could affect the campaign in a similar way. What is architecture like in a culture where everyone can fly? I must admit I rarely succeed at this.</p><p></p><p>The other way, of course, is to keep certain special elements rare and fantastical. This is easier, but also reduces these elements to secondary campaign roles. If the ability to light fires by thought is rare and wondrous, it doesn't make sense that most of the PCs can do this or equivalently rare feats.</p></blockquote><p></p>
[QUOTE="Starfox, post: 5333169, member: 2303"] Sense of Wonder for me comes from seeing how new things really have an effect on the setting. For example, in the real world, people will sometimes walk down the street having loud conversations with themselves, just as if they were madmen - when they are in fact just using an unobtrusive communication device. I try to come up with how other "fantastic" elements could affect the campaign in a similar way. What is architecture like in a culture where everyone can fly? I must admit I rarely succeed at this. The other way, of course, is to keep certain special elements rare and fantastical. This is easier, but also reduces these elements to secondary campaign roles. If the ability to light fires by thought is rare and wondrous, it doesn't make sense that most of the PCs can do this or equivalently rare feats. [/QUOTE]
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Keeping the sense of wonder alive
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