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<blockquote data-quote="fusangite" data-source="post: 3265794" data-attributes="member: 7240"><p>The important thing is to strike a balance. You need certain things to stay un- or partly-defined because, in order to make something work in the part of the world your players are in will something will suddenly need to be true of a place way over on the other side of the map because of what the plot demands here and now.</p><p></p><p>My rule is that I make the whole world before things get going but this doesn't close me off to changing parts that I have made as I go, provided they are places with which the characters have no direct experience.</p><p></p><p>So, make things as detailed or as vague as you want. Just don't reveal too much about the world to your players and be prepared to rewrite stuff once or more before the characters actually get there or meet someone from there.How do you know the moon is not another plane? In a campaign I ran, it was the underworld and home of the dark elves. </p><p></p><p>And besides, who knows how hard it is to get to the moon if fire really is an element, in which there is no such thing as oxygen and in which people can make giant exploding balls of fire out of bat excrement and words? The rules of chemistry and physics are so different in D&D worlds, it may be flat-out impossible to build rockets.Great example of something you can afford to revise as you go.The amount of detail in FR, in many people's view undermines rather than reinforcing suspension of disbelief. Don't be intimidated.</p><p>Since this is my first real homebrew world (though I'm using the Forgotten Realms pantheons, since I just love them), I wanted to know what other DM's with homebrews have done.</p></blockquote><p>[/QUOTE]</p>
[QUOTE="fusangite, post: 3265794, member: 7240"] The important thing is to strike a balance. You need certain things to stay un- or partly-defined because, in order to make something work in the part of the world your players are in will something will suddenly need to be true of a place way over on the other side of the map because of what the plot demands here and now. My rule is that I make the whole world before things get going but this doesn't close me off to changing parts that I have made as I go, provided they are places with which the characters have no direct experience. So, make things as detailed or as vague as you want. Just don't reveal too much about the world to your players and be prepared to rewrite stuff once or more before the characters actually get there or meet someone from there.How do you know the moon is not another plane? In a campaign I ran, it was the underworld and home of the dark elves. And besides, who knows how hard it is to get to the moon if fire really is an element, in which there is no such thing as oxygen and in which people can make giant exploding balls of fire out of bat excrement and words? The rules of chemistry and physics are so different in D&D worlds, it may be flat-out impossible to build rockets.Great example of something you can afford to revise as you go.The amount of detail in FR, in many people's view undermines rather than reinforcing suspension of disbelief. Don't be intimidated. Since this is my first real homebrew world (though I'm using the Forgotten Realms pantheons, since I just love them), I wanted to know what other DM's with homebrews have done.[/QUOTE] [/QUOTE]
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