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General Tabletop Discussion
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On Using Published Campaign Settings
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<blockquote data-quote="schneeland" data-source="post: 7900795" data-attributes="member: 6900337"><p>I think I agree with most of your central thoughts, i.e.:</p><ul> <li data-xf-list-type="ul">customizing a setting with your own ideas and other influences is a good idea</li> <li data-xf-list-type="ul">a set of adventures can help to kick-start a setting (by conveying the intended mood/atmosphere)</li> </ul><p>Like you, I also prefer starting from an existing setting (mostly the Forgotten Realms or Newhon/Lankhmar for me) instead of completely building something from scratch (or base my fictional world on the real-world). </p><p></p><p>Where we maybe don't agree is (not sure, maybe we even do):</p><ul> <li data-xf-list-type="ul">I don't think the availability of a plethora of material for a setting is universally good - I have grown up with the Realms, so that's not a problem for me, but if I had to dive into them now, they would feel quite intimidating, mainly because, as a newcomer, it's hard to judge what material is really useful (also, because time has become such a precious resource)</li> <li data-xf-list-type="ul">I think some basic canon does serve a purpose - again for the Realms, I can assume that most of my players are familiar with the Sword Coast, Icewind Dale, maybe with Calimport and to a certain extent with Cormyr; so that's something I can build upon when running campaigns in the Realms. If there's no such consensus on the basics, establishing a shared imagination becomes a lot harder IMO</li> </ul><p>So IMO the ideal size of a campaign setting is 3 to 4 books (1: player-facing material/setting-specific rules; 2-3: material for the DM, either including a monster menagerie or with a separate book for that; 4: a set of sample adventures or a small campaign) of moderate size (100-300 pages). That way, similar to the core 3 books for D&D5, you have a manageable amount of information to get somebody onboard for a new setting.</p></blockquote><p></p>
[QUOTE="schneeland, post: 7900795, member: 6900337"] I think I agree with most of your central thoughts, i.e.: [LIST] [*]customizing a setting with your own ideas and other influences is a good idea [*]a set of adventures can help to kick-start a setting (by conveying the intended mood/atmosphere) [/LIST] Like you, I also prefer starting from an existing setting (mostly the Forgotten Realms or Newhon/Lankhmar for me) instead of completely building something from scratch (or base my fictional world on the real-world). Where we maybe don't agree is (not sure, maybe we even do): [LIST] [*]I don't think the availability of a plethora of material for a setting is universally good - I have grown up with the Realms, so that's not a problem for me, but if I had to dive into them now, they would feel quite intimidating, mainly because, as a newcomer, it's hard to judge what material is really useful (also, because time has become such a precious resource) [*]I think some basic canon does serve a purpose - again for the Realms, I can assume that most of my players are familiar with the Sword Coast, Icewind Dale, maybe with Calimport and to a certain extent with Cormyr; so that's something I can build upon when running campaigns in the Realms. If there's no such consensus on the basics, establishing a shared imagination becomes a lot harder IMO [/LIST] So IMO the ideal size of a campaign setting is 3 to 4 books (1: player-facing material/setting-specific rules; 2-3: material for the DM, either including a monster menagerie or with a separate book for that; 4: a set of sample adventures or a small campaign) of moderate size (100-300 pages). That way, similar to the core 3 books for D&D5, you have a manageable amount of information to get somebody onboard for a new setting. [/QUOTE]
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