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What do you want from a campaign setting?
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<blockquote data-quote="Wil" data-source="post: 2774712" data-attributes="member: 3502"><p>There's a discussion on RPG.net that reminds of something that I actually like seeing: stuff that's there pretty much just for color. For instance, there might be a shrine to an unknown god at a crossroads. There's no adventure hook there, there's no overarching reason for it - it just <em>is</em> because it is. Another good example was instead of the adventurers settling down in a village for the night (like they might do in a typical game world), instead they find themselves in the ornate ruins of an ancient city that was the capital of a long-forgotten empire, where a village has grown up in the ruins of the palace. There's no dungeon underneath the city; there's no "the PCs are the heirs of the lost Empire who seek to restore its glory" - it's just there. Another good example are the stoneheads on Terra Nova in Heavy Gear - no one knows how they got there or who made them. They were just there when the colonists arrived.</p><p></p><p>The thing is, that in the real world cultures have lived amongst ruins and artifacts of the past without blinking twice about what it really was. This kind of thing in a campaign really helps bring it to life for me, at least. It helps lend a sense of history, if it makes any sense that the inclusion of things that really have no history would do so.</p></blockquote><p></p>
[QUOTE="Wil, post: 2774712, member: 3502"] There's a discussion on RPG.net that reminds of something that I actually like seeing: stuff that's there pretty much just for color. For instance, there might be a shrine to an unknown god at a crossroads. There's no adventure hook there, there's no overarching reason for it - it just [i]is[/i] because it is. Another good example was instead of the adventurers settling down in a village for the night (like they might do in a typical game world), instead they find themselves in the ornate ruins of an ancient city that was the capital of a long-forgotten empire, where a village has grown up in the ruins of the palace. There's no dungeon underneath the city; there's no "the PCs are the heirs of the lost Empire who seek to restore its glory" - it's just there. Another good example are the stoneheads on Terra Nova in Heavy Gear - no one knows how they got there or who made them. They were just there when the colonists arrived. The thing is, that in the real world cultures have lived amongst ruins and artifacts of the past without blinking twice about what it really was. This kind of thing in a campaign really helps bring it to life for me, at least. It helps lend a sense of history, if it makes any sense that the inclusion of things that really have no history would do so. [/QUOTE]
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