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Community
General Tabletop Discussion
*Pathfinder & Starfinder
What are the archetypal, iconic qualities of a D&D fantasy setting that you love?
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<blockquote data-quote="Starfox" data-source="post: 6064923" data-attributes="member: 2303"><p>My favorite worlds are more defined by what the don't have.</p><p></p><p>No strangely barbaric/civilized areas that somehow exits without having any impact or being impacted upon by their neighbors. If a land is isolated, it needs a reason to be isolated.</p><p></p><p>No current large war or large-scale conflicts that need to progress in-game. A cold war or unstable peace is good, but an actual hot war is generally out unless it is the central theme of the campaign. A major war is simply too disruptive. Local wars and skirmishes are ok.</p><p></p><p>I am not fond of an "empire of evil" that lacks an economy or otherwise feels unsustainable. A tribal orc society in badlands is by itself incapable of being more than a nuisance to a strong human state. I also dislike "evil for the sake of evil" societies, but realize they are sometimes needed to provide legitimate enemies to the players.</p><p></p><p>I don't use points of light settings. The players may not know what is around the corner, but I need to - or else I cannot effectively use foreshadowing.</p><p></p><p>Beyond that, I love a world with history, both ancient and modern. I adore the migratory maps of the Greyhawk setting and the past empires of Golarion. I am ok with ripoffs of historical societies and from literature, and I don't mind old tropes - I find they usually makes it easier for the players to understand the setting. Science fiction used to have an adage; you can introduce ONE odd/unrealistic element in your story to make it otherworldly and set the scene, but the rest should all seem reasonable or derive from your one change. I like that idea, and often make variants of known settings, such as "Just like 10th century France, but with hereditary superpowers".</p></blockquote><p></p>
[QUOTE="Starfox, post: 6064923, member: 2303"] My favorite worlds are more defined by what the don't have. No strangely barbaric/civilized areas that somehow exits without having any impact or being impacted upon by their neighbors. If a land is isolated, it needs a reason to be isolated. No current large war or large-scale conflicts that need to progress in-game. A cold war or unstable peace is good, but an actual hot war is generally out unless it is the central theme of the campaign. A major war is simply too disruptive. Local wars and skirmishes are ok. I am not fond of an "empire of evil" that lacks an economy or otherwise feels unsustainable. A tribal orc society in badlands is by itself incapable of being more than a nuisance to a strong human state. I also dislike "evil for the sake of evil" societies, but realize they are sometimes needed to provide legitimate enemies to the players. I don't use points of light settings. The players may not know what is around the corner, but I need to - or else I cannot effectively use foreshadowing. Beyond that, I love a world with history, both ancient and modern. I adore the migratory maps of the Greyhawk setting and the past empires of Golarion. I am ok with ripoffs of historical societies and from literature, and I don't mind old tropes - I find they usually makes it easier for the players to understand the setting. Science fiction used to have an adage; you can introduce ONE odd/unrealistic element in your story to make it otherworldly and set the scene, but the rest should all seem reasonable or derive from your one change. I like that idea, and often make variants of known settings, such as "Just like 10th century France, but with hereditary superpowers". [/QUOTE]
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Community
General Tabletop Discussion
*Pathfinder & Starfinder
What are the archetypal, iconic qualities of a D&D fantasy setting that you love?
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