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<blockquote data-quote="clockworkcrab" data-source="post: 2046319" data-attributes="member: 19890"><p>My homebrew started out with a few general concepts, such as the size of the "active world" and an outline of some of the major nations. I defined a few major gods, and a few factions that most common people would have heard of. From there I used these concepts to build a short history of the region I was setting the campaign. This was more of a starting point to get a specific flavour down. I wanted there to be a clear sense of history and political tension, so I needed these larger concepts to be both defined and known.</p><p></p><p>Once I had this macro view of the region, I left the rest of the continent undefined - mostly because it just seemed like too big a job right away. I picked one city where I expected the campaign to be based for the first several sessions, and began to fill in the nitty-gritty details that would have a more direct on my players.</p><p></p><p>This is the way I've been building the detail in my homebrew since - as the players encounter or discover it, they or I fill in the details. This is one reason my players rock: they're very much into helping me build the world around them and seem to be curious about even mundane details about the world. This is nice - but wow do I need to take alot of notes.</p><p></p><p>This can be overwhelming, so at times when they've started asking about something I haven't really planned around I say "make it up yourself". I was worried about this approach at first, but it's worked pretty well so far and we're several months into the campaign. I guess at some point they'll have done something that conflicts with where I'm trying to go, but I'm hoping it won't be too much trouble. Has anyone else done this?</p></blockquote><p></p>
[QUOTE="clockworkcrab, post: 2046319, member: 19890"] My homebrew started out with a few general concepts, such as the size of the "active world" and an outline of some of the major nations. I defined a few major gods, and a few factions that most common people would have heard of. From there I used these concepts to build a short history of the region I was setting the campaign. This was more of a starting point to get a specific flavour down. I wanted there to be a clear sense of history and political tension, so I needed these larger concepts to be both defined and known. Once I had this macro view of the region, I left the rest of the continent undefined - mostly because it just seemed like too big a job right away. I picked one city where I expected the campaign to be based for the first several sessions, and began to fill in the nitty-gritty details that would have a more direct on my players. This is the way I've been building the detail in my homebrew since - as the players encounter or discover it, they or I fill in the details. This is one reason my players rock: they're very much into helping me build the world around them and seem to be curious about even mundane details about the world. This is nice - but wow do I need to take alot of notes. This can be overwhelming, so at times when they've started asking about something I haven't really planned around I say "make it up yourself". I was worried about this approach at first, but it's worked pretty well so far and we're several months into the campaign. I guess at some point they'll have done something that conflicts with where I'm trying to go, but I'm hoping it won't be too much trouble. Has anyone else done this? [/QUOTE]
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