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Need advice: creating PC's within the context of a unfamiliar setting.
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<blockquote data-quote="Istbor" data-source="post: 6986881" data-attributes="member: 6801670"><p>Have an idea of the area or continent/kingdom you will be starting in or playing on. I tend to draw the landmass and oceans/rivers/lakes and seas. I add mountains and some forests and other landmarks I know will be there. Indicate where the campaign kicks off at, and that is it. Show this rough map to the players when you meet to discuss. All of those blank or undefined areas are for later when your group either travels there or during player creation and they want to help incorporate places and themes into these areas. </p><p></p><p>I also always have a packet, as others have stated. It goes over some various things to give a basic 'common' knowledge to the characters and players.</p><p></p><p>- Different important regions/landscapes/kingdoms</p><p>- Important NPCs (usually rulers) they would know from just living in the world</p><p>- God(s) and Goddess(es) that they would be aware of </p><p>- I always add a brief timeline so the players have an Idea of what is going on and what has happened in the recent past</p><p>- Then, I zoom in to wherever we are starting and list the key locations and describe the locals they would have encountered or know</p><p></p><p>Once all that is done it is time to create those characters that will be part of the world </p><p></p><p>I hand that packet out a week before holding what is called Session Zero. Important for starting off a campaign, and I think almost mandatory now, for kicking off a home brew. Here the we can discuss what the players want to do, what there characters may like to do and so on. We build the characters and we establish ties to the world and sometimes the players create bonds that their characters already have with one another. </p><p></p><p>As some have stated also, people may not read it. Yeah, this could happen, but if they want to play in this world, generally the players are going to try and immerse themselves.</p></blockquote><p></p>
[QUOTE="Istbor, post: 6986881, member: 6801670"] Have an idea of the area or continent/kingdom you will be starting in or playing on. I tend to draw the landmass and oceans/rivers/lakes and seas. I add mountains and some forests and other landmarks I know will be there. Indicate where the campaign kicks off at, and that is it. Show this rough map to the players when you meet to discuss. All of those blank or undefined areas are for later when your group either travels there or during player creation and they want to help incorporate places and themes into these areas. I also always have a packet, as others have stated. It goes over some various things to give a basic 'common' knowledge to the characters and players. - Different important regions/landscapes/kingdoms - Important NPCs (usually rulers) they would know from just living in the world - God(s) and Goddess(es) that they would be aware of - I always add a brief timeline so the players have an Idea of what is going on and what has happened in the recent past - Then, I zoom in to wherever we are starting and list the key locations and describe the locals they would have encountered or know Once all that is done it is time to create those characters that will be part of the world I hand that packet out a week before holding what is called Session Zero. Important for starting off a campaign, and I think almost mandatory now, for kicking off a home brew. Here the we can discuss what the players want to do, what there characters may like to do and so on. We build the characters and we establish ties to the world and sometimes the players create bonds that their characters already have with one another. As some have stated also, people may not read it. Yeah, this could happen, but if they want to play in this world, generally the players are going to try and immerse themselves. [/QUOTE]
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