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What does a campaign setting "need"?
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<blockquote data-quote="Orius" data-source="post: 1533125" data-attributes="member: 8863"><p>"Never force yourself to create more than you must."</p><p></p><p>That's the First Rule of Dungeoncraft, from the former <em>Dragon</em> column by Ray Winniger.</p><p></p><p>Basically, a campaign world only needs a few basics to get started, a home base, someplace to set the first few adventures, and some important NPCs to interact with. You don't need to start with a world map, 100 square miles or so are really all you need to get started. A small town or village is all you really need for civilization, a place for your party to heal up, rest, buy supplies between adventures. You don't need a big Waterdeep or Greyhawk City, unless your campaign is based on urban intrigue/politics.</p><p> You shouldn't need more than a handful of gods, a half-dozen at most. There's no need for dozens of obscure little gods, instead, go with a popular god that's worshipped by the average commoner (say like Pelor), an evil god for the bad guys, and gods like maybe a nature god, a war god, or other real basic concepts. You only really need to cover most of the alignments, and give access to a few core domains, particularly ones the players are more likely to select.</p><p> You don't need to detail every blacksmith, novice cleric and barmaid in the burg. All you really need are a few NPCs the players will interact with, particularly ones who will either provide training or adventire hooks.</p><p> You don't need lots or races, going with the classic selection of humans, elves, dwarves and halflings is fine, unless your group wants a different mix of races. If you're playing more or less standard D&D, I'd go with the four races above, because most players I've ever gamed with ususally don't choose anything other than those four races (plus half-elves as well).</p></blockquote><p></p>
[QUOTE="Orius, post: 1533125, member: 8863"] "Never force yourself to create more than you must." That's the First Rule of Dungeoncraft, from the former [i]Dragon[/i] column by Ray Winniger. Basically, a campaign world only needs a few basics to get started, a home base, someplace to set the first few adventures, and some important NPCs to interact with. You don't need to start with a world map, 100 square miles or so are really all you need to get started. A small town or village is all you really need for civilization, a place for your party to heal up, rest, buy supplies between adventures. You don't need a big Waterdeep or Greyhawk City, unless your campaign is based on urban intrigue/politics. You shouldn't need more than a handful of gods, a half-dozen at most. There's no need for dozens of obscure little gods, instead, go with a popular god that's worshipped by the average commoner (say like Pelor), an evil god for the bad guys, and gods like maybe a nature god, a war god, or other real basic concepts. You only really need to cover most of the alignments, and give access to a few core domains, particularly ones the players are more likely to select. You don't need to detail every blacksmith, novice cleric and barmaid in the burg. All you really need are a few NPCs the players will interact with, particularly ones who will either provide training or adventire hooks. You don't need lots or races, going with the classic selection of humans, elves, dwarves and halflings is fine, unless your group wants a different mix of races. If you're playing more or less standard D&D, I'd go with the four races above, because most players I've ever gamed with ususally don't choose anything other than those four races (plus half-elves as well). [/QUOTE]
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