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<blockquote data-quote="jester47" data-source="post: 1446932" data-attributes="member: 2238"><p>There seems to be a theme here. </p><p></p><p>I think it has to do with 2 core ideas. </p><p></p><p>One is accessibility. Getting the characters to the places where the adventure occurs with little or no fus. That is the players can get there without crossing continenets, or it seeming so.</p><p></p><p>The other is repeatability. The merchants that give the PCs a break, or familiarity with a certain town or city. Regular villians, and regularly revistited adventure locations seem to be par of this. </p><p></p><p>I think the idea of a small campaign world comes from looking for both these traits. But I do not necessariiy think that a physically small campaign world is necessary to achieve this. Instead, I think what we are looking for is the idea of a "limited" campaign world. </p><p></p><p>For example, IMC (FR) I have a city (Everlund) the surrounding wilderness (the nether mountains, the evermoors, the high forest, the silverwood) where I have placed several dungeons and adventure locations, a political organisation (the silver marches confederacy). The campaign (or this leg of it) does not really leave the confines of the stated areas. The rumors just don't go that far.</p><p></p><p>However, looking at the "portalisation" of FR, you could concievably have a campaign that was limited but was in two cities or far off locales at once. Damn portal networks allow for removal and insertion of characters, and destroys the confines of the geography in a way. Its how I am inserting a late comer to our gaming group. In essence it allows the DM to use what he needs. Want to use Anarouch and Waterdeep as your campaign area, just set up a two way portal (or a series of em) and you have your limited yet continenet spanning campaign world without it seeming limited. </p><p></p><p>Basicly, I find that what a DM needs in any campaign is limitation coupled with variety. This makes getting the accessibility and repeatability fairly easy. </p><p></p><p>Aaron.</p></blockquote><p></p>
[QUOTE="jester47, post: 1446932, member: 2238"] There seems to be a theme here. I think it has to do with 2 core ideas. One is accessibility. Getting the characters to the places where the adventure occurs with little or no fus. That is the players can get there without crossing continenets, or it seeming so. The other is repeatability. The merchants that give the PCs a break, or familiarity with a certain town or city. Regular villians, and regularly revistited adventure locations seem to be par of this. I think the idea of a small campaign world comes from looking for both these traits. But I do not necessariiy think that a physically small campaign world is necessary to achieve this. Instead, I think what we are looking for is the idea of a "limited" campaign world. For example, IMC (FR) I have a city (Everlund) the surrounding wilderness (the nether mountains, the evermoors, the high forest, the silverwood) where I have placed several dungeons and adventure locations, a political organisation (the silver marches confederacy). The campaign (or this leg of it) does not really leave the confines of the stated areas. The rumors just don't go that far. However, looking at the "portalisation" of FR, you could concievably have a campaign that was limited but was in two cities or far off locales at once. Damn portal networks allow for removal and insertion of characters, and destroys the confines of the geography in a way. Its how I am inserting a late comer to our gaming group. In essence it allows the DM to use what he needs. Want to use Anarouch and Waterdeep as your campaign area, just set up a two way portal (or a series of em) and you have your limited yet continenet spanning campaign world without it seeming limited. Basicly, I find that what a DM needs in any campaign is limitation coupled with variety. This makes getting the accessibility and repeatability fairly easy. Aaron. [/QUOTE]
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