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<blockquote data-quote="Jer" data-source="post: 8532145" data-attributes="member: 19857"><p>As [USER=6906155]@Paul Farquhar[/USER] says, you don't need to invest a lot of money or time into campaign settings to run a worldhopping campaign. The dirty secret of worldbuilding is that you only need to create as much as you're going to use for your games and the rest can be implied in the imaginations of the players.</p><p></p><p>For a world hopping macguffin quest it becomes a question of what kinds of worlds will entertain your players. And honestly you can often rely on cliches possibly with a twist. You start on your personal campaign world and then maybe you travel to some kind of "Viking world" or to a "Fairy tale world". If your players are up for it you can do a sci-fi world (fantasy characters in Gamma World is always fun) or an "Old West" world. If you do have any campaign settings lying around you can steal from those - a Gothic Victorian world is always a fun stopover on a cliched worldhop and Ravenloft provides a lot of fodder for one.</p><p></p><p>(Worldhopping goes all the way back to the AD&D 1e DMG where there was advice and even rules on dropping your characters into Boot Hill, and Gamma World. Not even an appendix, but right in the middle of the book! Cynics might suggest that it was TSR trying to move units, but even as that's probably true it's also the case that Murlynd from Oerth had traveled to the Old West long before the DMG was printed and came back with magic sixguns, so it goes...)</p></blockquote><p></p>
[QUOTE="Jer, post: 8532145, member: 19857"] As [USER=6906155]@Paul Farquhar[/USER] says, you don't need to invest a lot of money or time into campaign settings to run a worldhopping campaign. The dirty secret of worldbuilding is that you only need to create as much as you're going to use for your games and the rest can be implied in the imaginations of the players. For a world hopping macguffin quest it becomes a question of what kinds of worlds will entertain your players. And honestly you can often rely on cliches possibly with a twist. You start on your personal campaign world and then maybe you travel to some kind of "Viking world" or to a "Fairy tale world". If your players are up for it you can do a sci-fi world (fantasy characters in Gamma World is always fun) or an "Old West" world. If you do have any campaign settings lying around you can steal from those - a Gothic Victorian world is always a fun stopover on a cliched worldhop and Ravenloft provides a lot of fodder for one. (Worldhopping goes all the way back to the AD&D 1e DMG where there was advice and even rules on dropping your characters into Boot Hill, and Gamma World. Not even an appendix, but right in the middle of the book! Cynics might suggest that it was TSR trying to move units, but even as that's probably true it's also the case that Murlynd from Oerth had traveled to the Old West long before the DMG was printed and came back with magic sixguns, so it goes...) [/QUOTE]
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