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The Ideal Setting
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<blockquote data-quote="Keldryn" data-source="post: 5488648" data-attributes="member: 11999"><p>My ideal setting would be one that is set up for the players to take center stage in influencing the outcome of events. No legions of high-level good NPCs.</p><p></p><p>The world itself would have a generally realistic and believable geography. It doesn't have to stand up to geology majors' nitpicking, but would avoid having mountains and rivers placed because they looked good or were convenient. There would of course be fantastic elements to the world's geography, but they would stand out because they are fantastic.</p><p></p><p>The setting doesn't need to span a whole world, or even a whole continent. A smaller geographical area with enough countries and city-states to generate more political plots and events would be good enough.</p><p></p><p>A well thought-out religion that isn't just a list of the god of war, the goddess of love, the god of sneezes, and the like. The religions should be integrated into the world, complete with myths and legends. Green Ronin's <em>Book of the Righteous</em> is the model here.</p><p></p><p>There doesn't have to be a place for everything in the core rules just because it's a D&D world. Eliminating too many aspects from the core game would annoy too many players, but not every world needs to allow for the existence of psionics, dragonborn, tieflings, sorcerers, or wish spells. There are too many sentient monsters in the books anyway, so trim them down a bit. Dragonlance was distinct for what it excluded as much as it what for what it added.</p><p></p><p>The setting doesn't need to assume the existence of the D&D multiverse and other campaign settings. It can have its own cosmology.</p><p></p><p>There should be some attempt to define unique cultures in the setting, and characters and nations should have names which reflect their cultural origins.</p><p></p><p>A plausible economy and is important. Another area where it doesn't have to stand up to expert-level nitpicking, but at least try. The role of magic in society and the effect that it would have on the world should have some thought put into it.</p><p></p><p>Above all, I don't want to see places and characters with names like K'mar'z'gar or Svhimozia. <img src="http://www.enworld.org/forum/images/smilies/cry.png" class="smilie" loading="lazy" alt=":.-(" title="Cry :.-(" data-shortname=":.-(" /></p><p></p><p>This setting would probably be called <em>Blandonia</em> or <em>The Rice Cake Kingdoms</em>. Or maybe just <em>Cold Play</em>.</p></blockquote><p></p>
[QUOTE="Keldryn, post: 5488648, member: 11999"] My ideal setting would be one that is set up for the players to take center stage in influencing the outcome of events. No legions of high-level good NPCs. The world itself would have a generally realistic and believable geography. It doesn't have to stand up to geology majors' nitpicking, but would avoid having mountains and rivers placed because they looked good or were convenient. There would of course be fantastic elements to the world's geography, but they would stand out because they are fantastic. The setting doesn't need to span a whole world, or even a whole continent. A smaller geographical area with enough countries and city-states to generate more political plots and events would be good enough. A well thought-out religion that isn't just a list of the god of war, the goddess of love, the god of sneezes, and the like. The religions should be integrated into the world, complete with myths and legends. Green Ronin's [i]Book of the Righteous[/i] is the model here. There doesn't have to be a place for everything in the core rules just because it's a D&D world. Eliminating too many aspects from the core game would annoy too many players, but not every world needs to allow for the existence of psionics, dragonborn, tieflings, sorcerers, or wish spells. There are too many sentient monsters in the books anyway, so trim them down a bit. Dragonlance was distinct for what it excluded as much as it what for what it added. The setting doesn't need to assume the existence of the D&D multiverse and other campaign settings. It can have its own cosmology. There should be some attempt to define unique cultures in the setting, and characters and nations should have names which reflect their cultural origins. A plausible economy and is important. Another area where it doesn't have to stand up to expert-level nitpicking, but at least try. The role of magic in society and the effect that it would have on the world should have some thought put into it. Above all, I don't want to see places and characters with names like K'mar'z'gar or Svhimozia. :.-( This setting would probably be called [i]Blandonia[/i] or [i]The Rice Cake Kingdoms[/i]. Or maybe just [i]Cold Play[/i]. [/QUOTE]
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