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What do you want from a campaign setting?
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<blockquote data-quote="Gansk" data-source="post: 2769617" data-attributes="member: 16383"><p>Adventures, adventures, adventures! I don't have time to create quality adventures on my own. Also Regional Guides that give more intimate detail - the more detail, the more the world comes alive. Of course each regional guide adds more maps!</p><p></p><p></p><p></p><p>No, I don't run one-shots and I don't want to immerse myself in a setting unless I plan to run a campaign there. </p><p></p><p></p><p></p><p>If you add too many unique rules, it is hard to take a generic module and place it in the setting without a lot of work to give it the same flavor. Likewise, it may be hard to take an adventure written for the setting and remove the setting's flavor to put into another setting. The easy way out is to do what Eberron did - just create a unexplored continent full of dungeons where civilization (and the unique rules of the setting) are not impacting the normal D&D standards. It would be very easy to put the World's Largest Dungeon in Xendrik, but to take an Eberron adventure set in Khorvaire and put it in Greyhawk? Not as easy. </p><p></p><p></p><p></p><p>What you are asking for is a nightmare as time goes on. DM's will pick and choose among the optional events and play those out, creating an infinite number of alternate futures that your products would have to anticipate in order to have any further relevance. Once again, it is easier to do what Eberron is doing - just list a bunch of adventure hooks at the end of the chapter for each region, then add a few more periodically on a product support website. The hooks do not depend on each other, they try to explore a new aspect of the setting instead. They use a newspaper or 'town crier' format to give a feeling that time is advancing, but the stories are basically brand new.</p></blockquote><p></p>
[QUOTE="Gansk, post: 2769617, member: 16383"] Adventures, adventures, adventures! I don't have time to create quality adventures on my own. Also Regional Guides that give more intimate detail - the more detail, the more the world comes alive. Of course each regional guide adds more maps! No, I don't run one-shots and I don't want to immerse myself in a setting unless I plan to run a campaign there. If you add too many unique rules, it is hard to take a generic module and place it in the setting without a lot of work to give it the same flavor. Likewise, it may be hard to take an adventure written for the setting and remove the setting's flavor to put into another setting. The easy way out is to do what Eberron did - just create a unexplored continent full of dungeons where civilization (and the unique rules of the setting) are not impacting the normal D&D standards. It would be very easy to put the World's Largest Dungeon in Xendrik, but to take an Eberron adventure set in Khorvaire and put it in Greyhawk? Not as easy. What you are asking for is a nightmare as time goes on. DM's will pick and choose among the optional events and play those out, creating an infinite number of alternate futures that your products would have to anticipate in order to have any further relevance. Once again, it is easier to do what Eberron is doing - just list a bunch of adventure hooks at the end of the chapter for each region, then add a few more periodically on a product support website. The hooks do not depend on each other, they try to explore a new aspect of the setting instead. They use a newspaper or 'town crier' format to give a feeling that time is advancing, but the stories are basically brand new. [/QUOTE]
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