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What does a campaign setting "need"?
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<blockquote data-quote="thalder" data-source="post: 1535631" data-attributes="member: 19171"><p>I think coming up with a few neat cultures can help quickly flesh out a setting. Our current game is in my best friends world. There are lots of very interesting cultures, and a general Native American-esque pantheon/religion. but mostly a more significant sense of consequence. One thing we've both done before in our campaign worlds it to allow players to create their own culture to have their character hail form, or one just for nifty flavor. Then the player have more of an investment, and immersion in the setting. Granted those suggestions are still subject to DM discretion, you don't want the idea to ruin the or counter the atmosphere of the setting if the idea is outlandish. Generally find out what the players like and cater it to their play styles. Biggest of all is to have fun with it.</p></blockquote><p></p>
[QUOTE="thalder, post: 1535631, member: 19171"] I think coming up with a few neat cultures can help quickly flesh out a setting. Our current game is in my best friends world. There are lots of very interesting cultures, and a general Native American-esque pantheon/religion. but mostly a more significant sense of consequence. One thing we've both done before in our campaign worlds it to allow players to create their own culture to have their character hail form, or one just for nifty flavor. Then the player have more of an investment, and immersion in the setting. Granted those suggestions are still subject to DM discretion, you don't want the idea to ruin the or counter the atmosphere of the setting if the idea is outlandish. Generally find out what the players like and cater it to their play styles. Biggest of all is to have fun with it. [/QUOTE]
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