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What does a campaign setting "need"?
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<blockquote data-quote="Trickstergod" data-source="post: 1531947" data-attributes="member: 10825"><p>Name the freakin' world and continent for one!</p><p></p><p>I remember playing in one friends homebrew and while the group was plane-hopping, we ran across someone from Toril. All right, fine. She begins talking about her world, and Toril, and at that point, I begin talking about where our group comes from - and it's at that point that I ask the DM what people usually call the planet/continent/whatever that we come from. Some sort of name to indicate the place where all the countries and cities and forests lie. </p><p></p><p>He told me there wasn't one. </p><p></p><p>The game had gone on for quite a few months, which for one shows, well, perhaps it wasn't that important, but also should have been ample time to come up with something. Generally, in all the homebrews I've done, that's one of the first things I come up with. </p><p></p><p>I didn't think to highly of my friends intelligence that day when he said the world didn't have a name or anything; he hadn't even tried putting in a placeholder until an actual one could be plunked in like Terra or Earth or anything. It really jarred me out of the game at that moment. </p><p></p><p>So what does a setting need? Little details like that. Or perhaps to put it better, if there is a map, everything on the map. Start with the world, go to the continent, then name all the major features on the map, especially in the area specifically the game will be set; nameless rivers, nameless woods and nameless mountains give a rather distant feel to a setting, that makes it difficult to really get into it. </p><p></p><p>Other than that, though...</p><p></p><p>Gods? Planar cosmology? New races and monsters? Not necessary. Look at Midnight. It kind of has gods, but really just the one, has no planar cosmology to speak of, and its races and monsters are about as standard fantasy as you can get. All you need is a new twist, some hook that makes even the old hat stand out once more.</p></blockquote><p></p>
[QUOTE="Trickstergod, post: 1531947, member: 10825"] Name the freakin' world and continent for one! I remember playing in one friends homebrew and while the group was plane-hopping, we ran across someone from Toril. All right, fine. She begins talking about her world, and Toril, and at that point, I begin talking about where our group comes from - and it's at that point that I ask the DM what people usually call the planet/continent/whatever that we come from. Some sort of name to indicate the place where all the countries and cities and forests lie. He told me there wasn't one. The game had gone on for quite a few months, which for one shows, well, perhaps it wasn't that important, but also should have been ample time to come up with something. Generally, in all the homebrews I've done, that's one of the first things I come up with. I didn't think to highly of my friends intelligence that day when he said the world didn't have a name or anything; he hadn't even tried putting in a placeholder until an actual one could be plunked in like Terra or Earth or anything. It really jarred me out of the game at that moment. So what does a setting need? Little details like that. Or perhaps to put it better, if there is a map, everything on the map. Start with the world, go to the continent, then name all the major features on the map, especially in the area specifically the game will be set; nameless rivers, nameless woods and nameless mountains give a rather distant feel to a setting, that makes it difficult to really get into it. Other than that, though... Gods? Planar cosmology? New races and monsters? Not necessary. Look at Midnight. It kind of has gods, but really just the one, has no planar cosmology to speak of, and its races and monsters are about as standard fantasy as you can get. All you need is a new twist, some hook that makes even the old hat stand out once more. [/QUOTE]
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