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Kenjib - Nice setting
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<blockquote data-quote="kenjib" data-source="post: 344240" data-attributes="member: 530"><p>That's a great point. In campaign setting form, I could see the whole book wrapped around by an iconic type character and his incredible ship. There could be the tales of his fabled nine voyages and the marvels he's seen in the far reaches of the seas that others fear to travel. Parts of the campaign setting could be written in the form of what he saw on his travels -- i.e. the actual regional detail for the dream sea itself (but not the Old Kingdoms, which would be presented more traditionally). Hmm...I really like that idea. It would leave the descriptions of the remote areas more vague and undefined, as they should be, since the travel logs would show many things but always leave open the fact that there is so much more out there yet to be discovered.</p><p></p><p>Thus the DM could insert his wildest imaginings somewhere in the Seas without worrying too much about how it would fit in with the rest of the world. Do you want the edge of the world to drop off into an abyss? Resting on the back of a turtle? A great sea serpent that devours entire islands in a fruitless effort to appease it's unquenchable hunger? A man who built his own cosmic godhood through sheer force of will over the primitive tribes that now worship him? A lost civilization that exists in an alternate reality, only to phase into this world once every thousand years? It would be easy to insert any of this if the peripheries are left vague.</p><p></p><p>I think there is also lots of room to play with notions of whether we are fated or drive our own destiny, and how a person's beliefs in this are self-fulfilling. That's what the voyage of self discovery is about.</p><p></p><p>Regarding pirates, I think they would have a strong place in the setting, but just as one more element among many others rather than being a key element. Since pirates live on the periphery of civilization, it seems natural that they would have a stronger connection with the mysteries of the far reaches, as they are forced to head into remote areas to hide from the laws of civilization. Not only are they an untrustworthy lot, but some of them have <em>seen things.</em> *Interrupt the groom with tales of doom-ridden transcendentalism right before his wedding begins here* Hehe, I really love the Rhyme of the Ancient Mariner. That and Clark Ashton Smith's "The Voyage of King Euvoran" are really at the heart of the idea. Do you think there is a way to run a game in a more metaphorical fashion than the typical game?</p><p></p><p>Anyways, I ramble... Thanks for the encouragement from both of you! I'll definitely have to expand more on this.</p></blockquote><p></p>
[QUOTE="kenjib, post: 344240, member: 530"] That's a great point. In campaign setting form, I could see the whole book wrapped around by an iconic type character and his incredible ship. There could be the tales of his fabled nine voyages and the marvels he's seen in the far reaches of the seas that others fear to travel. Parts of the campaign setting could be written in the form of what he saw on his travels -- i.e. the actual regional detail for the dream sea itself (but not the Old Kingdoms, which would be presented more traditionally). Hmm...I really like that idea. It would leave the descriptions of the remote areas more vague and undefined, as they should be, since the travel logs would show many things but always leave open the fact that there is so much more out there yet to be discovered. Thus the DM could insert his wildest imaginings somewhere in the Seas without worrying too much about how it would fit in with the rest of the world. Do you want the edge of the world to drop off into an abyss? Resting on the back of a turtle? A great sea serpent that devours entire islands in a fruitless effort to appease it's unquenchable hunger? A man who built his own cosmic godhood through sheer force of will over the primitive tribes that now worship him? A lost civilization that exists in an alternate reality, only to phase into this world once every thousand years? It would be easy to insert any of this if the peripheries are left vague. I think there is also lots of room to play with notions of whether we are fated or drive our own destiny, and how a person's beliefs in this are self-fulfilling. That's what the voyage of self discovery is about. Regarding pirates, I think they would have a strong place in the setting, but just as one more element among many others rather than being a key element. Since pirates live on the periphery of civilization, it seems natural that they would have a stronger connection with the mysteries of the far reaches, as they are forced to head into remote areas to hide from the laws of civilization. Not only are they an untrustworthy lot, but some of them have [i]seen things.[/i] *Interrupt the groom with tales of doom-ridden transcendentalism right before his wedding begins here* Hehe, I really love the Rhyme of the Ancient Mariner. That and Clark Ashton Smith's "The Voyage of King Euvoran" are really at the heart of the idea. Do you think there is a way to run a game in a more metaphorical fashion than the typical game? Anyways, I ramble... Thanks for the encouragement from both of you! I'll definitely have to expand more on this. [/QUOTE]
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