Hammer this out at encounter level and send it into Dungeon magazine and (if it got accepted, unlikely because the hook/plot is weak) and it'd be considered an adventure. But we're still splitting hairs, and turning definitions to our advantage.The adventure happens when the PCs learn that the Poachers guild (part of the setting) of Lake Mauran (setting) will pay handsomely for owlbear pelts (setting), but one must contend with the Druid of Wayward Wood (setting) in way or another.
rounser said:Stat this out and send it into Dungeon magazine and (if it got accepted, unlikely because the hook/plot is weak) it'd be considered an adventure.
Your own thread shows what most people refer to when they talk about designing a setting, though. You've gone top-down, macro-level, world map-focused, history and culture-heavy, which is a common approach. Worrying about owlbear pelts, detailing a tiny area well, is a bottom-up approach, and much more practical in terms of running a D&D game IMO. Detailing encounter areas at this level is something I suspect we won't be seeing on your thread any time soon - so I think you're twisting and turning rather frantically there.
rycanada said:Hey, strip the setting elements and you can use it anywhere:
Problem: Local poachers (allied as a guild with any other criminal elements) will pay handsomely for pelts of owlbears (or another magical beast), but nearby druids will be angered as the creature dwells within an area they consider sacred.
And you have an idea of what adventures cannot be run, because the setting forbids that kind of adventure because you've already decided that the setting is X, Y and Z, and not the A, B and C required by the adventure. So the adventure is compromised, when it should be the other way around IMO, because the adventure is effectively what the players spend their time "doing".But the fact that i have macro-level detail in my campaign setting doesn't harm my game. that's my point, and why i started this thread in the first place. it helps my game, because if I want to do a dungeon crawl with orcs, I know where the dungeons are likely to be located and what the orcs are like. If I want to do an adventure centering around high level politics, i have an idea of who the high level political powers are.
Reynard said:If I want to do an adventure about lizard men stealing virgins from villages for vile rites, guess what? I have to make it all up, because there isn't word one of lizard men in my campaign bible yet. But you can be sure that after I prep my adventure, i will also have a good bit of macro-level setting information on lizard men, which i didn't have before. yay me and my setting.
Reynard said:I mean, sure, but what's the point of doing so if adventures that evoke a setting are what you're after?
rounser said:Generally it's not considered such, as a glance at any published campaign setting "bible" will show.
For purposes of this discussion, it's convenient to pretend that encounter level stuff is setting prep, but in the published D&D world this usually isn't the case. Magic of Faerun has, for example, an encounter-level bard's college. The FRCS has almost nothing at this level of development, and it's typically the FRCS model people have in mind when they refer to setting prep. Encounter level descriptions of towns, such as Hommlet, are generally included as part of an adventure. Those few supplements that aren't (such as the Shadowdale book in the 2E FRCS box) really stand out as something non-typical.
You can argue that your home efforts aren't like this, but it's typically what's meant by detailing a setting. But this discussion has descended into the splitting of hairs - an ogre's den is technically "part of the setting", but most won't be working on anywhere near that level when they "design a world" if they've chosen a top-down approach, as most do and this thread implies.
Macro-level setting development is a suboptimal use of time resources <- there's my argument in a nutshell. You believe it isn't, that the time is well spent, and that setting should dictate adventure form and function <- this is the traditional view. I think we'll agree to disagree on this one.
rounser said:Okay, then look (. . .)

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.