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Setting Design: As Written, GM Homebrew, or Group Collaboration?
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<blockquote data-quote="MintRabbit" data-source="post: 9292909" data-attributes="member: 7044790"><p>I think I understand what you say when you are talking about creating a world primer that the characters don't read anyways. I'm not a D&D person but what I appreciate about World of Darkness is that it uses real-life cities, so if you're setting it in a place that all the players have lived in or been to (or are just familiar with due to popular media) it really cuts down on explanations. </p><p></p><p>My experiences in collaborative settings have usually been through a city-building or world-building game that we play beforehand, such as <a href="https://seaexcursion.itch.io/street-magic" target="_blank">i'm sorry did you say street magic</a>, although some of the games we've played have included a world-building phase. I like these options because it allows the players to highlight what's going to be interesting for them, so I know what to include in a plothook that's going to guarantee interest.</p></blockquote><p></p>
[QUOTE="MintRabbit, post: 9292909, member: 7044790"] I think I understand what you say when you are talking about creating a world primer that the characters don't read anyways. I'm not a D&D person but what I appreciate about World of Darkness is that it uses real-life cities, so if you're setting it in a place that all the players have lived in or been to (or are just familiar with due to popular media) it really cuts down on explanations. My experiences in collaborative settings have usually been through a city-building or world-building game that we play beforehand, such as [URL='https://seaexcursion.itch.io/street-magic']i'm sorry did you say street magic[/URL], although some of the games we've played have included a world-building phase. I like these options because it allows the players to highlight what's going to be interesting for them, so I know what to include in a plothook that's going to guarantee interest. [/QUOTE]
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