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Setting Design: As Written, GM Homebrew, or Group Collaboration?
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<blockquote data-quote="aco175" data-source="post: 9292803" data-attributes="member: 27385"><p>I mostly just play D&D and there are several published worlds already that I can buy or find everything I need for them online. While I used to make campaigns 20+ years ago, I find it easier to just use Forgotten Realms (FR) and modify it for my little piece of that world that I am using. I like that there is a lot of history and things like plot and maps and such that I can use. I do not let it fully dictate what I want to use though. For example, I remade the town of Phandalin as a larger town for the campaign after the Lost Mines box set campaign. I have the town growing and new businesses and walls are being constructed. This allowed me to make new adventures in and around town that are not part of the published setting. </p><p></p><p>I find that mostly using a published world saves time and effort that I can use to make smaller things like NPCs and dungeons. If I need a church conflict or bad guy organization I can find one that works. I even have no problem taking old information from an earlier edition of D&D and using it today. The players do not care or know what I am doing and are not as invested in the game as I am. It is like creating a world primer and handing it to players to read and expecting them to be as excited as you are. You will just be disappointed. There may also be some hubris in me thinking that I can make a world as good as the published worlds who have teams making them. </p><p></p><p>I do not want to disparage you from making a world which is fun and rewarding to develop as a personal enjoyment. Just understand that your players will not care as much at the work you put in making all these new gods or changes to the way magic works.</p></blockquote><p></p>
[QUOTE="aco175, post: 9292803, member: 27385"] I mostly just play D&D and there are several published worlds already that I can buy or find everything I need for them online. While I used to make campaigns 20+ years ago, I find it easier to just use Forgotten Realms (FR) and modify it for my little piece of that world that I am using. I like that there is a lot of history and things like plot and maps and such that I can use. I do not let it fully dictate what I want to use though. For example, I remade the town of Phandalin as a larger town for the campaign after the Lost Mines box set campaign. I have the town growing and new businesses and walls are being constructed. This allowed me to make new adventures in and around town that are not part of the published setting. I find that mostly using a published world saves time and effort that I can use to make smaller things like NPCs and dungeons. If I need a church conflict or bad guy organization I can find one that works. I even have no problem taking old information from an earlier edition of D&D and using it today. The players do not care or know what I am doing and are not as invested in the game as I am. It is like creating a world primer and handing it to players to read and expecting them to be as excited as you are. You will just be disappointed. There may also be some hubris in me thinking that I can make a world as good as the published worlds who have teams making them. I do not want to disparage you from making a world which is fun and rewarding to develop as a personal enjoyment. Just understand that your players will not care as much at the work you put in making all these new gods or changes to the way magic works. [/QUOTE]
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