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General Tabletop Discussion
*TTRPGs General
Setting Design vs Adventure Prep
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<blockquote data-quote="Imaro" data-source="post: 3440924" data-attributes="member: 48965"><p>Well I just woke up after a long night of drinking and celebrating...I'm the big 30 now <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> .</p><p></p><p>But back to the discussion,</p><p></p><p>I think for me setting design allows me to create a more logical and consistent framework for my adventures to take place in. Put simply it gives me structure and direction, as well as a basis for my PC's to relate to the world. If I want to run a "mythic africa" based game...I don't see it as a waste to decide ahead of time what races and classes are appropriate and how their cultures and habits are different from standard D&D, what weapons exsist and are readily available(not to mention materials), How their architecture and building materials are differrent from medieval/renaissance europe, as well as other things. None of these is adventure prep per say, but all could easily tie into both character creation and the PC's first adventure.</p><p></p><p>Now I could easily just tell my players that it's an african based campaign, but this type of vagueness is problematic...is it ancient egypt, based off west african kingdoms or the tribes of southern africa? Each of these has distinct cultures, weapons, materials(for weapons and building), religious beliefs, government, etc. and this isn't even getting into the whole how do demi-humans differ in this setting. Yet these are all things that could come up even during character creation. I don't see them as a waste of time, but almost integral to a foundation for gameplay if my players are in any way trying to create characters that logically fit the setting.</p></blockquote><p></p>
[QUOTE="Imaro, post: 3440924, member: 48965"] Well I just woke up after a long night of drinking and celebrating...I'm the big 30 now :confused: . But back to the discussion, I think for me setting design allows me to create a more logical and consistent framework for my adventures to take place in. Put simply it gives me structure and direction, as well as a basis for my PC's to relate to the world. If I want to run a "mythic africa" based game...I don't see it as a waste to decide ahead of time what races and classes are appropriate and how their cultures and habits are different from standard D&D, what weapons exsist and are readily available(not to mention materials), How their architecture and building materials are differrent from medieval/renaissance europe, as well as other things. None of these is adventure prep per say, but all could easily tie into both character creation and the PC's first adventure. Now I could easily just tell my players that it's an african based campaign, but this type of vagueness is problematic...is it ancient egypt, based off west african kingdoms or the tribes of southern africa? Each of these has distinct cultures, weapons, materials(for weapons and building), religious beliefs, government, etc. and this isn't even getting into the whole how do demi-humans differ in this setting. Yet these are all things that could come up even during character creation. I don't see them as a waste of time, but almost integral to a foundation for gameplay if my players are in any way trying to create characters that logically fit the setting. [/QUOTE]
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