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The Art and Science of Worldbuilding For Gameplay [+]
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<blockquote data-quote="prabe" data-source="post: 9140281" data-attributes="member: 7016699"><p>I'm about to start my third campaign in my homebrew setting, having run one campaign 1-20, and still in the process of another (currently at 15th, IIRC). When I first put the basics of the setting together, I was putting things (or taking things out) mostly according to what kind of setting I wanted to run in; as I've added things--whether in the process of setting up campaigns or working out adventures or just being curious about the world--I've started adding things I am, at best, reluctant to run, but which seem as though they need to be in the world (this is mostly cultures I don't feel as though I know well enough to center the game around) and I've also started adding things with the specific idea the players/characters would--or at least <strong>could</strong>--interact with them interestingly (though these tend to be things that get added in ongoing campaigns, when I have a sense of what a given party is interacting with). I don't see a lot of point in adding things to the world the PCs will never know about, let alone interact with--at least not with <em>the players won't ever know/see/touch/feel/understand this</em> being the point of the thing. I also make a bit of a point o being generous with world information, because most of it is stuff the characters would know and I want the players to be able to use it to make reasonable, rational-ish decisions for their characters.</p></blockquote><p></p>
[QUOTE="prabe, post: 9140281, member: 7016699"] I'm about to start my third campaign in my homebrew setting, having run one campaign 1-20, and still in the process of another (currently at 15th, IIRC). When I first put the basics of the setting together, I was putting things (or taking things out) mostly according to what kind of setting I wanted to run in; as I've added things--whether in the process of setting up campaigns or working out adventures or just being curious about the world--I've started adding things I am, at best, reluctant to run, but which seem as though they need to be in the world (this is mostly cultures I don't feel as though I know well enough to center the game around) and I've also started adding things with the specific idea the players/characters would--or at least [B]could[/B]--interact with them interestingly (though these tend to be things that get added in ongoing campaigns, when I have a sense of what a given party is interacting with). I don't see a lot of point in adding things to the world the PCs will never know about, let alone interact with--at least not with [I]the players won't ever know/see/touch/feel/understand this[/I] being the point of the thing. I also make a bit of a point o being generous with world information, because most of it is stuff the characters would know and I want the players to be able to use it to make reasonable, rational-ish decisions for their characters. [/QUOTE]
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