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The Ideal Setting
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<blockquote data-quote="NewJeffCT" data-source="post: 5489243" data-attributes="member: 10784"><p>To me, I don't want a setting with a big over-arching theme to it or a whole new magical system.</p><p></p><p>1) A good solid framework that allows the DM to easily customize the setting to his or her tastes. So, if I buy an adventure/module, I can easily drop it into the setting with a minimum of reworking .</p><p></p><p>2) NPCs that are interesting, but not overly powerful. While I've had a lot of fun playing in the Forgotten Realms over the years, players will be hard-pressed to outshine iconic figures like Elminster, Drizz't, etc. My goal as a DM is to have the players be among the most powerful in the world by the end of the campaign.</p><p></p><p>3) I would prefer low to moderate magic in the setting, as that plays off of my #1 above. It is easier to take a low magic setting and add to magic to it than to do the opposite.</p><p></p><p>4) A good amount of fluff/flavor text for current events in the world, as well as an interesting history that explains why the world is the way it is now.</p><p></p><p>5) Some realism to the world's geography - rivers don't flow up hill, unless it is some fantastical magic river - that sort of thing.</p><p></p><p>6) Economic/trade information for each kingdom/empire/city-state, even if it is just a line or two: Kingdom A exports rice, exotic spices and gold, but wine and iron are often in short supply; Kingdom B exports fine steel weapons and armor, but is often short of many foodstuffs beyond wheat products.</p></blockquote><p></p>
[QUOTE="NewJeffCT, post: 5489243, member: 10784"] To me, I don't want a setting with a big over-arching theme to it or a whole new magical system. 1) A good solid framework that allows the DM to easily customize the setting to his or her tastes. So, if I buy an adventure/module, I can easily drop it into the setting with a minimum of reworking . 2) NPCs that are interesting, but not overly powerful. While I've had a lot of fun playing in the Forgotten Realms over the years, players will be hard-pressed to outshine iconic figures like Elminster, Drizz't, etc. My goal as a DM is to have the players be among the most powerful in the world by the end of the campaign. 3) I would prefer low to moderate magic in the setting, as that plays off of my #1 above. It is easier to take a low magic setting and add to magic to it than to do the opposite. 4) A good amount of fluff/flavor text for current events in the world, as well as an interesting history that explains why the world is the way it is now. 5) Some realism to the world's geography - rivers don't flow up hill, unless it is some fantastical magic river - that sort of thing. 6) Economic/trade information for each kingdom/empire/city-state, even if it is just a line or two: Kingdom A exports rice, exotic spices and gold, but wine and iron are often in short supply; Kingdom B exports fine steel weapons and armor, but is often short of many foodstuffs beyond wheat products. [/QUOTE]
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