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Setting Design vs Adventure Prep
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<blockquote data-quote="Brazeku" data-source="post: 3438835" data-attributes="member: 48916"><p>I'll level with you, and say that I haven't bought any setting stuff since I was quite young, and then I mostly disliked it. I don't consider most of it 'useful' setting.</p><p></p><p>Your argument makes sense- since players deal with specifics, spend your time constructing the specifics, and extend outward as necessary. I agree with that completely. In fact, that is exactly what I did with the lamp example- here is something the players see. Here is why it is there. Here is a hook based upon it. It provides enough detail to build an intro encounter on.</p><p></p><p>Completely off the top of my head- encounter- a storm breaks while the party is resting up for the night, knocking several of the lamps out. There is a great clamour as tendrils of mist spread across the common room of the inn- sending some people into a choking frenzy. The party hears a ruckus outside, the door smashes in from a gust of wind, and a strange, ghostly figure drifts into the room, speaking in an odd language. It disregards attack and eventually drifts away, out the door and toward the sea. If the language is translated, it is speaking of its service during the Tattered Flag campaign.</p><p></p><p>Party now has a few options. Seek further info (people at the inn are talking about the condition of the lamps, and how they have to be restored), ignore it completely and leave, try and follow the ghost towards the ocean.</p><p></p><p>that took 5 minutes. Here are several options for the players, derived from the setting example which I came up with in 2.</p><p></p><p>My efforts are not harmed at all if the players choose not to engage this- I have invested next to nothing. While they are deciding, I am working out spot hazards to drop into battlefields for the locations they could travel to. Jotting down mechanics, etc.</p></blockquote><p></p>
[QUOTE="Brazeku, post: 3438835, member: 48916"] I'll level with you, and say that I haven't bought any setting stuff since I was quite young, and then I mostly disliked it. I don't consider most of it 'useful' setting. Your argument makes sense- since players deal with specifics, spend your time constructing the specifics, and extend outward as necessary. I agree with that completely. In fact, that is exactly what I did with the lamp example- here is something the players see. Here is why it is there. Here is a hook based upon it. It provides enough detail to build an intro encounter on. Completely off the top of my head- encounter- a storm breaks while the party is resting up for the night, knocking several of the lamps out. There is a great clamour as tendrils of mist spread across the common room of the inn- sending some people into a choking frenzy. The party hears a ruckus outside, the door smashes in from a gust of wind, and a strange, ghostly figure drifts into the room, speaking in an odd language. It disregards attack and eventually drifts away, out the door and toward the sea. If the language is translated, it is speaking of its service during the Tattered Flag campaign. Party now has a few options. Seek further info (people at the inn are talking about the condition of the lamps, and how they have to be restored), ignore it completely and leave, try and follow the ghost towards the ocean. that took 5 minutes. Here are several options for the players, derived from the setting example which I came up with in 2. My efforts are not harmed at all if the players choose not to engage this- I have invested next to nothing. While they are deciding, I am working out spot hazards to drop into battlefields for the locations they could travel to. Jotting down mechanics, etc. [/QUOTE]
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