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<blockquote data-quote="Drawmack" data-source="post: 3267595" data-attributes="member: 4981"><p>I only define what I have to. It's not lazyness that I do this for, but rather flexibility. If I have clerics and/or paladins sure I'll flesh out (or pick) a pantheon, if no one in the campaign is religious it could be a huge waste of time. If I have a rogue or two in the party I'll completely flesh out the thieves guild - could be time better spent then the pantheon.</p><p></p><p>Here is what I come up with from the go:</p><p>1) City starting in, how did it get here, why is it here, when did it start, what is the power structure, etc.</p><p></p><p>2) Any POIs I need for the starting adventure</p><p></p><p>3) What kind of land is the city in i.e. desert, woodlands, etc.</p><p></p><p>That's about it - this way I can do literally whatever I need to do for the players.</p><p></p><p>Remember the DMs number one job: Facilitiate the players fun. When doing a homebrew campaign world this means having the ability to provide them with whatever they want.</p><p></p><p>If I flesh things out too much I might tie my players hands. </p><p>Player: Hey, I'd like to play a barbarian from the frozen marches who was brought to the desert city a couple years ago as a slave after being captured in a battle.</p><p></p><p>DM: This world doesn't have any frozen marches.</p><p></p><p>Player: Okay, then I'll just be a rogue with a completely unimaginative background who steels from everyone he meets including party members and has the main purpose of screwing up your campaign.</p><p></p><p>DM: Okay sounds fun let's play </p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Drawmack, post: 3267595, member: 4981"] I only define what I have to. It's not lazyness that I do this for, but rather flexibility. If I have clerics and/or paladins sure I'll flesh out (or pick) a pantheon, if no one in the campaign is religious it could be a huge waste of time. If I have a rogue or two in the party I'll completely flesh out the thieves guild - could be time better spent then the pantheon. Here is what I come up with from the go: 1) City starting in, how did it get here, why is it here, when did it start, what is the power structure, etc. 2) Any POIs I need for the starting adventure 3) What kind of land is the city in i.e. desert, woodlands, etc. That's about it - this way I can do literally whatever I need to do for the players. Remember the DMs number one job: Facilitiate the players fun. When doing a homebrew campaign world this means having the ability to provide them with whatever they want. If I flesh things out too much I might tie my players hands. Player: Hey, I'd like to play a barbarian from the frozen marches who was brought to the desert city a couple years ago as a slave after being captured in a battle. DM: This world doesn't have any frozen marches. Player: Okay, then I'll just be a rogue with a completely unimaginative background who steels from everyone he meets including party members and has the main purpose of screwing up your campaign. DM: Okay sounds fun let's play ;) [/QUOTE]
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