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Making campaign settings promote better roleplaying/character interaction
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<blockquote data-quote="The Shaman" data-source="post: 5493962" data-attributes="member: 26473"><p>You take the high road and I take the low road and somehow we both end up in bloody Brigadoon. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p><p></p><p>By the way, there's a space station in my <em>Traveller</em> setting which is based on <em>Gormenghast</em>'s castle.I gotta say, that's really awesome, <strong>B</strong>.</p><p></p><p>The last time I ran a fantasy game I used real-world languages and names and applied them to different cultures for just this reason. For example, gnolls had Bantu names, which really added a lot of flavor to them.It's winter in our game, and I remind the players regularly of that fact in small ways: a beggar shivering in a tattered blanket, workers breaking up ice floes collecting against bridge pilings, a non-player character blowing on his hands before drawing his sword.Peasants wear earth tones in whitewashed hovels, nobles bright silks in salons with red velvet wallpaper, soldiers wear colored sashes which indicate their nationality, servants can be identified by the colors of their livery.One of the little things I really like about <em>The Village of Hommlet</em> is the list of libations offered at the inn; they speak to a larger world.</p><p></p><p>I've added details on horses to my game for the same reason; being mounted on a coal-black Percheron gives one flavor, a chestnut Andalusian another.As a fan of no-monster settings, I couldn't agree more.Definitely.Last night, one of my favorite moments of player buy-in apeared, when the adventuers went searching for an npc at a location they visited in the past, in order to invite him to join them at a meeting with another npc. There was no specific reason for them to invite Ferusac other than they trust him and consider him to be a friend.</p></blockquote><p></p>
[QUOTE="The Shaman, post: 5493962, member: 26473"] You take the high road and I take the low road and somehow we both end up in bloody Brigadoon. :cool: By the way, there's a space station in my [i]Traveller[/i] setting which is based on [i]Gormenghast[/i]'s castle.I gotta say, that's really awesome, [b]B[/b]. The last time I ran a fantasy game I used real-world languages and names and applied them to different cultures for just this reason. For example, gnolls had Bantu names, which really added a lot of flavor to them.It's winter in our game, and I remind the players regularly of that fact in small ways: a beggar shivering in a tattered blanket, workers breaking up ice floes collecting against bridge pilings, a non-player character blowing on his hands before drawing his sword.Peasants wear earth tones in whitewashed hovels, nobles bright silks in salons with red velvet wallpaper, soldiers wear colored sashes which indicate their nationality, servants can be identified by the colors of their livery.One of the little things I really like about [i]The Village of Hommlet[/i] is the list of libations offered at the inn; they speak to a larger world. I've added details on horses to my game for the same reason; being mounted on a coal-black Percheron gives one flavor, a chestnut Andalusian another.As a fan of no-monster settings, I couldn't agree more.Definitely.Last night, one of my favorite moments of player buy-in apeared, when the adventuers went searching for an npc at a location they visited in the past, in order to invite him to join them at a meeting with another npc. There was no specific reason for them to invite Ferusac other than they trust him and consider him to be a friend. [/QUOTE]
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