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Setting Design vs Adventure Prep
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<blockquote data-quote="Imaro" data-source="post: 3437601" data-attributes="member: 48965"><p>I don't think either is wrong, but I enjoy and find more use(for my playstyle) with at least minimal setting design. My question to you is what about when the PC's do something you don't expect...What exactly is considered a crime in Diamond Lake...Who governs Diamond Lake...Are we allowed to carry any weapon out in the open in Diamond Lake?These are all things that are reasonable questions for a PC to ask starting out. I think there is a difference in micro and macro setting design, but they're both still setting design.</p><p></p><p> </p><p></p><p>This gets into level of detail, but IMHO it's still useful to have at least a general sense of how things in my world work. It's sort of like game rules, they don't cover everything, but a good set will let you reasonably and logically draw conclusions for things not covered.</p><p></p><p> </p><p></p><p>My question is this do people who don't do setting design assume their PC's will go with the adventure they have designed? I have found that this isn't always the case. In a setting I can have numerous seeds(fleshed out or not fleshed out as fits my playstyle) that the PC's can choose to explore. If I design just the adventure then that kind of almost forces my PC's to go that route, and what if what I think would make a good adventure isn't what they want to follow up on? What if in your campaign above they start out for the Free City right away...or is this not an option? </p><p></p><p> </p><p></p><p>Yeah a balance is definitely the way to go, but I've seen more "setting is useless posts" than "adventure design" is useless posts in this thread. I don't think those advocating a setting are saying adventure design is useless, just that well, IMHO setting design is just as important.</p><p></p><p></p><p></p><p>This statement seems to argue for more setting prep and less adventure design. If the setting is fleshed out it's easier to know what the PC's are going to encounter when they go off on a tangent. I don't see how the actions of your players(as described above) advocate advenure design over setting design.</p></blockquote><p></p>
[QUOTE="Imaro, post: 3437601, member: 48965"] I don't think either is wrong, but I enjoy and find more use(for my playstyle) with at least minimal setting design. My question to you is what about when the PC's do something you don't expect...What exactly is considered a crime in Diamond Lake...Who governs Diamond Lake...Are we allowed to carry any weapon out in the open in Diamond Lake?These are all things that are reasonable questions for a PC to ask starting out. I think there is a difference in micro and macro setting design, but they're both still setting design. This gets into level of detail, but IMHO it's still useful to have at least a general sense of how things in my world work. It's sort of like game rules, they don't cover everything, but a good set will let you reasonably and logically draw conclusions for things not covered. My question is this do people who don't do setting design assume their PC's will go with the adventure they have designed? I have found that this isn't always the case. In a setting I can have numerous seeds(fleshed out or not fleshed out as fits my playstyle) that the PC's can choose to explore. If I design just the adventure then that kind of almost forces my PC's to go that route, and what if what I think would make a good adventure isn't what they want to follow up on? What if in your campaign above they start out for the Free City right away...or is this not an option? Yeah a balance is definitely the way to go, but I've seen more "setting is useless posts" than "adventure design" is useless posts in this thread. I don't think those advocating a setting are saying adventure design is useless, just that well, IMHO setting design is just as important. This statement seems to argue for more setting prep and less adventure design. If the setting is fleshed out it's easier to know what the PC's are going to encounter when they go off on a tangent. I don't see how the actions of your players(as described above) advocate advenure design over setting design. [/QUOTE]
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