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What does a campaign setting "need"?
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<blockquote data-quote="Lokishadow" data-source="post: 1532096" data-attributes="member: 19090"><p><strong>Description</strong></p><p></p><p>More than anything else, your campaign needs atmosphere. I've been playing D&D since the 1st edition days, nearly 18 years, and the one thing I've learned is that your world has to <em>EXIST</em>. You do this by describing the area the pc's are in in depth, the characters, the "business," or little personality quirks of npc's, and letting the world evolve around the pc's. If the pc's decided not to go after your plot thread with the Moon Rats taking over the Theurgia in the city of Krillibon, and instead went hunting the black dragon in the Grayshire Swamp, then have the campaign evolve appropriately. When (if? it is a dragon) the pc's come back with the dragon's horde, instead of having a nice comfy inn to sleep in and sort their treasure, they have a city full of magically dominated slaves serving the Moon Rats every whim. What to do? </p><p></p><p>That's how a campaign gets the "flavor" that most D&D campaigns are missing these days. Focus more on character development, personality, and the "reality" of the world than on game mechanics. Let the sorcerer make some sort of a caster level check to sling a <em>fireball</em> when he's out of slots and the moment would be cool, but have some nasty side-effects. Let the rules be flexible. Let the world breathe. And let the players see the impact their actions do or do not have on the world around them.</p></blockquote><p></p>
[QUOTE="Lokishadow, post: 1532096, member: 19090"] [b]Description[/b] More than anything else, your campaign needs atmosphere. I've been playing D&D since the 1st edition days, nearly 18 years, and the one thing I've learned is that your world has to [I]EXIST[/I]. You do this by describing the area the pc's are in in depth, the characters, the "business," or little personality quirks of npc's, and letting the world evolve around the pc's. If the pc's decided not to go after your plot thread with the Moon Rats taking over the Theurgia in the city of Krillibon, and instead went hunting the black dragon in the Grayshire Swamp, then have the campaign evolve appropriately. When (if? it is a dragon) the pc's come back with the dragon's horde, instead of having a nice comfy inn to sleep in and sort their treasure, they have a city full of magically dominated slaves serving the Moon Rats every whim. What to do? That's how a campaign gets the "flavor" that most D&D campaigns are missing these days. Focus more on character development, personality, and the "reality" of the world than on game mechanics. Let the sorcerer make some sort of a caster level check to sling a [I]fireball[/I] when he's out of slots and the moment would be cool, but have some nasty side-effects. Let the rules be flexible. Let the world breathe. And let the players see the impact their actions do or do not have on the world around them. [/QUOTE]
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