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What does a campaign setting "need"?
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<blockquote data-quote="random user" data-source="post: 1532648" data-attributes="member: 16581"><p>Oh yeah I guess I should mention that I definately had a "spark" for my campaign world. Something is happening it will lead to something if the PC's don't prevent it. And whether they do or don't it will be an interesting game based on the outcome of their actions. (Right now they don't even know that something is happening.)</p><p></p><p>I definately agree that it's neat to have the game evolve as it progresses. In my campaign, I never imagined that within the first 5 sessions they would have done something to cause the equivelent of wine coolers and karaoke to be born into the world, and cause a minor innkeeper in a village who I had no plans for to become a major player in the main city because he owns a "hip new tavern with cool new and refreshing drinks and where crowds gather to watch a person sing (often horridly) along with a live band and be encouraged to themselves sing no matter how bad they are."</p><p></p><p>They now have an ally, a friend, and a base of operations, all because one of my party members was a bard and never had an alcoholic drink before. One of his fellow party members asked the bartender to mix something up that was strong but not bitter, the bard loved it and started singing. The bard also played while other party members sang, they rolled really well and other people gathered around them, fascinated (not as per the bard effect, just as a general reaction). And thus a new fad was born.</p><p></p><p>Even only 8 sessions in, I can already see how the campaign world could have been very different had the party members done different things.</p></blockquote><p></p>
[QUOTE="random user, post: 1532648, member: 16581"] Oh yeah I guess I should mention that I definately had a "spark" for my campaign world. Something is happening it will lead to something if the PC's don't prevent it. And whether they do or don't it will be an interesting game based on the outcome of their actions. (Right now they don't even know that something is happening.) I definately agree that it's neat to have the game evolve as it progresses. In my campaign, I never imagined that within the first 5 sessions they would have done something to cause the equivelent of wine coolers and karaoke to be born into the world, and cause a minor innkeeper in a village who I had no plans for to become a major player in the main city because he owns a "hip new tavern with cool new and refreshing drinks and where crowds gather to watch a person sing (often horridly) along with a live band and be encouraged to themselves sing no matter how bad they are." They now have an ally, a friend, and a base of operations, all because one of my party members was a bard and never had an alcoholic drink before. One of his fellow party members asked the bartender to mix something up that was strong but not bitter, the bard loved it and started singing. The bard also played while other party members sang, they rolled really well and other people gathered around them, fascinated (not as per the bard effect, just as a general reaction). And thus a new fad was born. Even only 8 sessions in, I can already see how the campaign world could have been very different had the party members done different things. [/QUOTE]
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