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What do you want from a campaign setting?
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<blockquote data-quote="Thotas" data-source="post: 2768176" data-attributes="member: 18974"><p>I know it's been said, and I know you said you've got the message, but gimme maps! If you hand me a map and nothing else, I can populate it myself. On the other hand, the primary reason (of admittedly, more than one) you'll never see me incorporate "Ghostwalk" into any campaign of mine is that it talks about the surrounding geography, but there is no map and trying to draw one based on the verbiage is not an easy task. </p><p></p><p>Supplements that advance the history of the world ... I know some will disagree with me here, but I say the way to handle them is to not. Once I buy the campaign it's mine. I don't want you telling me that a year later that I have to tell my players that the god half of them (including the cleric) worship died in a new supplement but it's okay 'cause some NPC wiped out the evil organization I had planned to have them tangling with for the next dozen sessions so they don't need his spells anyway. </p><p></p><p>Now give me lots of seeds, as you say, so I can grow gardens large and small, when and where I want to, with a flexibility that allows my players to create a bunch of brigands or a handfull of heroes and still have places to go, allies to enlist and foes to crush. Introduce a tense situation, and mention two or three ways I might develop it depending on what other elements of the campaign I decide to emphasize in concert with it. </p><p></p><p>Yes, I have to have something to hand to the players to introduce them to what's going on ... or at least, what's going on at the surface as seen by the ordinary 1st level adventurer. Hopefully, it also serves as a good intro for me ... just before I open the DM secret book of look how much trouble there is in this world.</p></blockquote><p></p>
[QUOTE="Thotas, post: 2768176, member: 18974"] I know it's been said, and I know you said you've got the message, but gimme maps! If you hand me a map and nothing else, I can populate it myself. On the other hand, the primary reason (of admittedly, more than one) you'll never see me incorporate "Ghostwalk" into any campaign of mine is that it talks about the surrounding geography, but there is no map and trying to draw one based on the verbiage is not an easy task. Supplements that advance the history of the world ... I know some will disagree with me here, but I say the way to handle them is to not. Once I buy the campaign it's mine. I don't want you telling me that a year later that I have to tell my players that the god half of them (including the cleric) worship died in a new supplement but it's okay 'cause some NPC wiped out the evil organization I had planned to have them tangling with for the next dozen sessions so they don't need his spells anyway. Now give me lots of seeds, as you say, so I can grow gardens large and small, when and where I want to, with a flexibility that allows my players to create a bunch of brigands or a handfull of heroes and still have places to go, allies to enlist and foes to crush. Introduce a tense situation, and mention two or three ways I might develop it depending on what other elements of the campaign I decide to emphasize in concert with it. Yes, I have to have something to hand to the players to introduce them to what's going on ... or at least, what's going on at the surface as seen by the ordinary 1st level adventurer. Hopefully, it also serves as a good intro for me ... just before I open the DM secret book of look how much trouble there is in this world. [/QUOTE]
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