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Read #4750 last night
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<blockquote data-quote="Norris" data-source="post: 323272" data-attributes="member: 6428"><p>At the risk of putting words in WOTC's mouth, they said they wanted a setting similar to Forgotten Realms and Dragon Lance. The "real" criteria is probably this:</p><p></p><p>Any player (new, old, experienced, inexperienced) has to be able to start playing in this universe with a minimum of education by the game master. </p><p></p><p>If its flying islands, the players "discover" the fact in course of going from point A to point B. If its living forests, the players "discover" it as they play. (If the game master has to spend the first session explaining that every manor is dominated by a Lord who is an Undead Noble, and there is a certain social hierarchy, etc etc, the players lose interest because they are not playing, they are having to listen. That isn't the fun the players expect.)</p><p></p><p>My own thought is that the setting needs to have a "surface" hook or concept that the players learn about immediately, and then the Bible for the setting has secret appendices for the writers. Gradually, as the adventures in the setting take place, players discover more and more about the world (like it has flying islands, or that the islands are powered by the sacred flowers of Koth, or whatever.</p><p></p><p>But at its core, the new setting has to let anyone play their character or character class from whatever other campaign they already have without major changes. </p><p></p><p>Norris</p></blockquote><p></p>
[QUOTE="Norris, post: 323272, member: 6428"] At the risk of putting words in WOTC's mouth, they said they wanted a setting similar to Forgotten Realms and Dragon Lance. The "real" criteria is probably this: Any player (new, old, experienced, inexperienced) has to be able to start playing in this universe with a minimum of education by the game master. If its flying islands, the players "discover" the fact in course of going from point A to point B. If its living forests, the players "discover" it as they play. (If the game master has to spend the first session explaining that every manor is dominated by a Lord who is an Undead Noble, and there is a certain social hierarchy, etc etc, the players lose interest because they are not playing, they are having to listen. That isn't the fun the players expect.) My own thought is that the setting needs to have a "surface" hook or concept that the players learn about immediately, and then the Bible for the setting has secret appendices for the writers. Gradually, as the adventures in the setting take place, players discover more and more about the world (like it has flying islands, or that the islands are powered by the sacred flowers of Koth, or whatever. But at its core, the new setting has to let anyone play their character or character class from whatever other campaign they already have without major changes. Norris [/QUOTE]
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