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<blockquote data-quote="Blue" data-source="post: 6666795" data-attributes="member: 20564"><p>I love to create worlds, and several players at my table love to explore and find out about new cultures, so that's a good fit.</p><p></p><p>Though the past several years I've been inviting the players more to help with this. I come up with broad ideas, they can leap in and detail cultures, areas and organizations that their characters belong to.</p><p></p><p>I also run 13th Age and this is very much the idea of the default setting - paint in broad strokes that just ooze plot hooks, and then actively encourage each table to make it their own by having each character (a) have One Unique Thing and also their skill system ("Backgrounds") tie into the world in such a s way that the players really help define what they want to see and describe parts of the worlds.</p><p></p><p>It's a time investment, but there's lots of grwat advice out there (like the decade old Dungeoncraft articles from TSR's Dragon mag that are still relevant and floating around the web) that make it both fun and less up-front work.</p><p></p><p>To end with one bit of advice from that series - always put a secret in every bit of world crafting you do. Doesn't matter if it's something the PCs will every find.</p></blockquote><p></p>
[QUOTE="Blue, post: 6666795, member: 20564"] I love to create worlds, and several players at my table love to explore and find out about new cultures, so that's a good fit. Though the past several years I've been inviting the players more to help with this. I come up with broad ideas, they can leap in and detail cultures, areas and organizations that their characters belong to. I also run 13th Age and this is very much the idea of the default setting - paint in broad strokes that just ooze plot hooks, and then actively encourage each table to make it their own by having each character (a) have One Unique Thing and also their skill system ("Backgrounds") tie into the world in such a s way that the players really help define what they want to see and describe parts of the worlds. It's a time investment, but there's lots of grwat advice out there (like the decade old Dungeoncraft articles from TSR's Dragon mag that are still relevant and floating around the web) that make it both fun and less up-front work. To end with one bit of advice from that series - always put a secret in every bit of world crafting you do. Doesn't matter if it's something the PCs will every find. [/QUOTE]
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