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What does a campaign setting "need"?
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<blockquote data-quote="Umbran" data-source="post: 1531169" data-attributes="member: 177"><p>Hm. Let's see, for a successful homebrew...</p><p></p><p>Maps aren't strictly required, but they sure as heck help a lot. Besides helping you keep things internall consistent, a player's map goes a lon way in helping the players know how geography and politics mesh.</p><p></p><p>Gods per se are not required, since the core rules don't require them. Religion has been a centerpiece of human life for time immemorial, though, so some serious outline of the religions are called for. This may mean some basic details of gods, what they stand for, and how folks go about worhipping them.</p><p></p><p>New races and new monsters are, in my mind, even less required. You can have a perfectly acceptable game using the core rules. </p><p></p><p>Cosmology is only required if it plays an integral role in the operations of the world. You can have a perfectly good game without ever leaving the home plane, so details of other planes aren't required.</p><p></p><p>What is required, and not mentioned above, is a solid description of how verious pieces interact. The politics of nations, how races (new or old) interact with each other, and with the monsters. The roles that follks with adventuring classes tend to play in the society. The makeup of cities, who is trading what with whom, and so on.</p></blockquote><p></p>
[QUOTE="Umbran, post: 1531169, member: 177"] Hm. Let's see, for a successful homebrew... Maps aren't strictly required, but they sure as heck help a lot. Besides helping you keep things internall consistent, a player's map goes a lon way in helping the players know how geography and politics mesh. Gods per se are not required, since the core rules don't require them. Religion has been a centerpiece of human life for time immemorial, though, so some serious outline of the religions are called for. This may mean some basic details of gods, what they stand for, and how folks go about worhipping them. New races and new monsters are, in my mind, even less required. You can have a perfectly acceptable game using the core rules. Cosmology is only required if it plays an integral role in the operations of the world. You can have a perfectly good game without ever leaving the home plane, so details of other planes aren't required. What is required, and not mentioned above, is a solid description of how verious pieces interact. The politics of nations, how races (new or old) interact with each other, and with the monsters. The roles that follks with adventuring classes tend to play in the society. The makeup of cities, who is trading what with whom, and so on. [/QUOTE]
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