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What does a campaign setting "need"?
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<blockquote data-quote="Connorsrpg" data-source="post: 1537094" data-attributes="member: 19265"><p>I couldn't agree more with Shady (and many others here). The 2E World Builders Guide was a gem - I just love randomness and then finding a way to mesh it all together. I mean the eg campaign they build as they go is great. I have used this OFTEN. As far as having alternative tables for the Race chart..well I don't, but what I always have is a list of all intelligent/cultured creatures that are found on a particular continent with the race that they substitute for on the table. One day, one day, I will get around to actually rewriting those tables in full <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Interesting places and people are essential for a good adventure, but well developed cultures and history for these to appear in make a good campaign. It really doesn't take much to develop a few cultural concepts to distinguish one region from another. A few random historical events can also add to this..helps lead into recent history and then rumours for the beginning of the campaign.</p><p></p><p>2E World Builders has ideas for this too, as does the article by Ray Winniger from a Dragon mag that presents rules for Realm Turns. In fact I use a modified and expanded version of these to help develop recent happenings. (Once I even had the players plat their realm/homeland through a year of realm turns - then when we began with their characters at least they had an idea of major events, such as who was at war with who, and even a whim to go and see the 'new' giant statue of Moradin on his throne carved into a mountainside in the nearby dales).</p><p></p><p>Further, all of Ray Winniger's old Dungeoncraft articles are exceptional for any DM wishing to begin a campaign. Especially if starting with a local area and expanding out. His tips on secrets, NPCs, a starting place etc are great and it was good to see at least one other poster quoting one of his rules. I am unable to find a place where these are stored on the net. If anyone else finds them, could they please post that here, I am sure it would be welcome.</p><p></p><p>I have been working a lot on giving culture to areas. I have submitted a few ideas to dragon that got rejected for being to DM influenced in this regard (inc Tables for how to give a town personality & culture) but was pleased when they accepted one on having players immerse themselves in their character's culture. As a DM I would love to see more players do this and this article (when it sees print) may help others who spend time planning all of this, but player's often skip over to get to the adventure...who could blame them really...which takes us back to that DUngeoncraft rule.."Only create as much as you need to"...though hopefully the arcticle will help some DMs work with players on this...</p><p></p><p>Sorry, sounding like an add now. I really like this thread. I spend way too much time creating the big picture and not enough on the small adventure at hand <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>All that has been said is quite helpful as myself and two friends are currently combining our three campaigns into one (of which each has worked on for around 10-15 yrs each). thanks for all the ideas and great thread.</p><p></p><p>Connors</p></blockquote><p></p>
[QUOTE="Connorsrpg, post: 1537094, member: 19265"] I couldn't agree more with Shady (and many others here). The 2E World Builders Guide was a gem - I just love randomness and then finding a way to mesh it all together. I mean the eg campaign they build as they go is great. I have used this OFTEN. As far as having alternative tables for the Race chart..well I don't, but what I always have is a list of all intelligent/cultured creatures that are found on a particular continent with the race that they substitute for on the table. One day, one day, I will get around to actually rewriting those tables in full ;) Interesting places and people are essential for a good adventure, but well developed cultures and history for these to appear in make a good campaign. It really doesn't take much to develop a few cultural concepts to distinguish one region from another. A few random historical events can also add to this..helps lead into recent history and then rumours for the beginning of the campaign. 2E World Builders has ideas for this too, as does the article by Ray Winniger from a Dragon mag that presents rules for Realm Turns. In fact I use a modified and expanded version of these to help develop recent happenings. (Once I even had the players plat their realm/homeland through a year of realm turns - then when we began with their characters at least they had an idea of major events, such as who was at war with who, and even a whim to go and see the 'new' giant statue of Moradin on his throne carved into a mountainside in the nearby dales). Further, all of Ray Winniger's old Dungeoncraft articles are exceptional for any DM wishing to begin a campaign. Especially if starting with a local area and expanding out. His tips on secrets, NPCs, a starting place etc are great and it was good to see at least one other poster quoting one of his rules. I am unable to find a place where these are stored on the net. If anyone else finds them, could they please post that here, I am sure it would be welcome. I have been working a lot on giving culture to areas. I have submitted a few ideas to dragon that got rejected for being to DM influenced in this regard (inc Tables for how to give a town personality & culture) but was pleased when they accepted one on having players immerse themselves in their character's culture. As a DM I would love to see more players do this and this article (when it sees print) may help others who spend time planning all of this, but player's often skip over to get to the adventure...who could blame them really...which takes us back to that DUngeoncraft rule.."Only create as much as you need to"...though hopefully the arcticle will help some DMs work with players on this... Sorry, sounding like an add now. I really like this thread. I spend way too much time creating the big picture and not enough on the small adventure at hand ;) All that has been said is quite helpful as myself and two friends are currently combining our three campaigns into one (of which each has worked on for around 10-15 yrs each). thanks for all the ideas and great thread. Connors [/QUOTE]
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