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*TTRPGs General
So what's YOUR world's 'hook'?
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<blockquote data-quote="JDowling" data-source="post: 1699878" data-attributes="member: 12596"><p>step 1 - humanity screws up</p><p>step 2 - gods take one part humanity, one part desolate desert planet; stir</p><p>step 3 - gods remove magic from said world; have a good chuckle</p><p>step 4 - bake in the sun for a couple thousand years, or until medium brown.</p><p>step 5 - play begins</p><p>step 6 - magic returns</p><p>step 7 - chaos ensues</p><p>step 8 - . . . profit?</p><p></p><p>the general themes tend towards either nihilism, or a line of thought inspired by what I understand the origonal buddhist ideas where. In addition to a hearty serving of "the gods are dead, or perhaps never existed anyway" et cetera.</p><p></p><p>mix in an over-done "magical catastrophie"/"apoclypse" when magic returns with possible divine interest. add a dash of "man vs. nature", arabian culture, ancient egyptian culture, bronze age technology to taste...</p><p></p><p>some parts still seem over-done to me, other parts seem entertaining/fresh (at least in their current enviroment).</p><p></p><p>as to "where" the campaign goes: there are NPCs who have time lines and plots of their own, these plots will go forward. If the PCs act they can alter the course of them, if the PCs act by being inactive well, the plans go ahead on schedule.</p><p></p><p>I'm hoping by giving the PCs enough background information and engaging them in the world that the setting is all the "hook" that they need to dig deeper and acctually engage my creation instead of me shoving it down their throats <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>as to if I pass World Creation 101 or not, I have no idea <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p>EDIT: a few typos</p></blockquote><p></p>
[QUOTE="JDowling, post: 1699878, member: 12596"] step 1 - humanity screws up step 2 - gods take one part humanity, one part desolate desert planet; stir step 3 - gods remove magic from said world; have a good chuckle step 4 - bake in the sun for a couple thousand years, or until medium brown. step 5 - play begins step 6 - magic returns step 7 - chaos ensues step 8 - . . . profit? the general themes tend towards either nihilism, or a line of thought inspired by what I understand the origonal buddhist ideas where. In addition to a hearty serving of "the gods are dead, or perhaps never existed anyway" et cetera. mix in an over-done "magical catastrophie"/"apoclypse" when magic returns with possible divine interest. add a dash of "man vs. nature", arabian culture, ancient egyptian culture, bronze age technology to taste... some parts still seem over-done to me, other parts seem entertaining/fresh (at least in their current enviroment). as to "where" the campaign goes: there are NPCs who have time lines and plots of their own, these plots will go forward. If the PCs act they can alter the course of them, if the PCs act by being inactive well, the plans go ahead on schedule. I'm hoping by giving the PCs enough background information and engaging them in the world that the setting is all the "hook" that they need to dig deeper and acctually engage my creation instead of me shoving it down their throats :) as to if I pass World Creation 101 or not, I have no idea :p EDIT: a few typos [/QUOTE]
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So what's YOUR world's 'hook'?
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