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General Tabletop Discussion
*TTRPGs General
Settings - "empty" vs richly detailed locations
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<blockquote data-quote="Primitive Screwhead" data-source="post: 5307228" data-attributes="member: 20805"><p>For me, the first Eberron setting books hits the right tone. There is a very detailed history that can be mined for stories, motivations, and plots. There is a decent skeleton of the macro setting {the "here there be dragons" style mapping}, but the details of the setting were scarce and it was up to the DM to bring the world elements together into the story-line. They had a couple key places written up, like Sharn and Stormkeep.. but the rest of the world was a murky unknown.</p><p></p><p>Having the dieties be remote and aloof was a stroke of genius, and allowed for more grey-area gaming.. which is definately to my taste.</p><p></p><p>This allowed the setting to adapt 'Of Sound Mind', 'War of the Burning Sky', and 'The Coils of Set' easily into the world without causing problems. Trying to do the same into some of the older, more settled settings would result in having to cram the storyline into the setting.</p><p></p><p></p><p>I avoided Forgotten Realms and Dragonlance specifically because I would have players who knew more of the game world than I would {and would argue 'canon' with me}. Ravenloft was excellent.. until they mapped it out.</p><p></p><p>To sum it up.. the history makes the world. History explains why a ruins would be there, and provide a couple of factions interested in finding it. </p><p></p><p><strong>Renshai</strong> as to the outdated maps.. I would use them as handouts...and let the PCs scribble thier updates as they find out how wrong the maps have become!</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 5307228, member: 20805"] For me, the first Eberron setting books hits the right tone. There is a very detailed history that can be mined for stories, motivations, and plots. There is a decent skeleton of the macro setting {the "here there be dragons" style mapping}, but the details of the setting were scarce and it was up to the DM to bring the world elements together into the story-line. They had a couple key places written up, like Sharn and Stormkeep.. but the rest of the world was a murky unknown. Having the dieties be remote and aloof was a stroke of genius, and allowed for more grey-area gaming.. which is definately to my taste. This allowed the setting to adapt 'Of Sound Mind', 'War of the Burning Sky', and 'The Coils of Set' easily into the world without causing problems. Trying to do the same into some of the older, more settled settings would result in having to cram the storyline into the setting. I avoided Forgotten Realms and Dragonlance specifically because I would have players who knew more of the game world than I would {and would argue 'canon' with me}. Ravenloft was excellent.. until they mapped it out. To sum it up.. the history makes the world. History explains why a ruins would be there, and provide a couple of factions interested in finding it. [b]Renshai[/B] as to the outdated maps.. I would use them as handouts...and let the PCs scribble thier updates as they find out how wrong the maps have become! [/QUOTE]
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Settings - "empty" vs richly detailed locations
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