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<blockquote data-quote="The-Magic-Sword" data-source="post: 8849374" data-attributes="member: 6801252"><p>Generally, larger themes work this way because they inform how the world will work when certain things happen-- for instance "What Happens When You Die?" is answered by my setting "You are taken to a place in the spirit world for about a year to come to terms with it, then immersed in special water that dissolves the bonds between you and the energy / memories produced by your soul, which can be reincarnated as a new person, and the separated residue is used to create gods and spirits" its interesting because it suggests a process that can produce a lot of stories depending on how it's interacted with.</p><p></p><p>For example, players might roleplay their characters coming to terms with their death, they might explore how that energy is used to create spirits and the dynamics of what that means spirits are, there might be a dungeon that explores the idea of where this special water comes from, they might interact with the process of how souls are distributed back into the world, they might interact with spirits who were made from certain people and see how that influences them, their own characters might achieve a kind of immortality by having their ideals made into spirits.</p><p></p><p>So the question exists to prompt the creation of something interesting.</p><p></p><p>Another example is "What Became of the Hero King whose city fell to Darkness?" and the interesting answer is probably "His spirit was cruelly locked into his family's sword and is wielded by the avatar of the darkness that consumes the city" which is interesting because the players might retrieve that sword, liberate the city from darkness, and one of them might take up the (now intelligent) sword and interact with it and his new situation.</p><p></p><p>Incidentally this is probably why my setting has so many godforsaken ruined cities that my a player of mine got annoyed all the cool cities were destroyed, I keep coming up with them as dungeon concepts for them to explore, instead of "here's this really cool thriving city i came up with."</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 8849374, member: 6801252"] Generally, larger themes work this way because they inform how the world will work when certain things happen-- for instance "What Happens When You Die?" is answered by my setting "You are taken to a place in the spirit world for about a year to come to terms with it, then immersed in special water that dissolves the bonds between you and the energy / memories produced by your soul, which can be reincarnated as a new person, and the separated residue is used to create gods and spirits" its interesting because it suggests a process that can produce a lot of stories depending on how it's interacted with. For example, players might roleplay their characters coming to terms with their death, they might explore how that energy is used to create spirits and the dynamics of what that means spirits are, there might be a dungeon that explores the idea of where this special water comes from, they might interact with the process of how souls are distributed back into the world, they might interact with spirits who were made from certain people and see how that influences them, their own characters might achieve a kind of immortality by having their ideals made into spirits. So the question exists to prompt the creation of something interesting. Another example is "What Became of the Hero King whose city fell to Darkness?" and the interesting answer is probably "His spirit was cruelly locked into his family's sword and is wielded by the avatar of the darkness that consumes the city" which is interesting because the players might retrieve that sword, liberate the city from darkness, and one of them might take up the (now intelligent) sword and interact with it and his new situation. Incidentally this is probably why my setting has so many godforsaken ruined cities that my a player of mine got annoyed all the cool cities were destroyed, I keep coming up with them as dungeon concepts for them to explore, instead of "here's this really cool thriving city i came up with." [/QUOTE]
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