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The Un-Setting: the Default Core World in 5e
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<blockquote data-quote="Dungeonosophy" data-source="post: 5841576" data-attributes="member: 6688049"><p>Okay, as long as the world-building module is vigorous and crunchy. By crunchy I mean: concrete steps that lead the DM from dungeon adventures, to wilderness mapping, to making a full-blown Campaign Setting with its own logo and setting book.</p><p> </p><p></p><p> </p><p>Okay. In the OP, I mention that all of the pre-fab D&D Worlds ought to be dusted off for D&D Next. Yet I still declare that <em>every self-respecting DM ought to slap their own name on any published setting</em> and call it: "My World of Eberron". Why does only Ed Greenwood get to do that?</p><p> </p><p>That would make for three modular options in the DMG:</p><p>1) How to make a world (a campaign setting) in a step-by-step process that is as detailed as PC generation.</p><p>2) How to do the same using random tables.</p><p>3) How to make a Published Setting your own. Include the suggestion of putting your own name or gaming group-name above the logo.</p><p> </p><p></p><p> </p><p> </p><p>Who needs so much information and detail? This would be a later Step in the world-building process.</p><p> </p><p>Yet another option would be:</p><p>4) How to use a D&D campaign to enact and simulate a Published Setting, keeping as close to the published information as possible.</p><p> </p><p>I admit that I've been coming down hard against Option #4. Even Nerath is too much of a pre-fab setting for me. I think it's brave, healthy, and manly to place Option #1 in the limelight again.</p><p> </p><p>I'm not trying to ban Pre-Made Worlds. In fact, I'm trying to give them each their own place, since they have nice parts to kit-bash, and each World has a certain beauty.</p><p> </p><p>But it's not that hard to master World-Building. We're Dungeon <em>Masters</em>!</p><p> </p><p>In the next post, I'll show how easy it will be in 5e to make a D&D World.</p></blockquote><p></p>
[QUOTE="Dungeonosophy, post: 5841576, member: 6688049"] Okay, as long as the world-building module is vigorous and crunchy. By crunchy I mean: concrete steps that lead the DM from dungeon adventures, to wilderness mapping, to making a full-blown Campaign Setting with its own logo and setting book. Okay. In the OP, I mention that all of the pre-fab D&D Worlds ought to be dusted off for D&D Next. Yet I still declare that [I]every self-respecting DM ought to slap their own name on any published setting[/I] and call it: "My World of Eberron". Why does only Ed Greenwood get to do that? That would make for three modular options in the DMG: 1) How to make a world (a campaign setting) in a step-by-step process that is as detailed as PC generation. 2) How to do the same using random tables. 3) How to make a Published Setting your own. Include the suggestion of putting your own name or gaming group-name above the logo. Who needs so much information and detail? This would be a later Step in the world-building process. Yet another option would be: 4) How to use a D&D campaign to enact and simulate a Published Setting, keeping as close to the published information as possible. I admit that I've been coming down hard against Option #4. Even Nerath is too much of a pre-fab setting for me. I think it's brave, healthy, and manly to place Option #1 in the limelight again. I'm not trying to ban Pre-Made Worlds. In fact, I'm trying to give them each their own place, since they have nice parts to kit-bash, and each World has a certain beauty. But it's not that hard to master World-Building. We're Dungeon [I]Masters[/I]! In the next post, I'll show how easy it will be in 5e to make a D&D World. [/QUOTE]
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