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General Tabletop Discussion
*Dungeons & Dragons
What does a setting need to be "supported"
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<blockquote data-quote="Slit518" data-source="post: 7526399" data-attributes="member: 6803713"><p>I actually started a "Setting Creation" stream on Twitch about a month or so back.</p><p></p><p>I go over the steps on what to consider when creating your own setting, and what scope is hoped to be achieved by it.</p><p></p><p>Many of these questions are dependent on the setting type.</p><p></p><p>I have a link to my archived episodes here -</p><p><a href="https://www.youtube.com/playlist?list=PLzq3WiAgxt0lIUrY6OfiwJiIEkgB5jKOd" target="_blank">https://www.youtube.com/playlist?list=PLzq3WiAgxt0lIUrY6OfiwJiIEkgB5jKOd</a></p><p></p><p>And a link to my twitch channel here -</p><p><a href="https://www.twitch.tv/slit518" target="_blank">https://www.twitch.tv/slit518</a></p><p></p><p>I usually stream on Fridays, about 10pm EST/7pm PST, everything willing.</p><p>The stream typically runs an hour, though this past episode was nearly 2 hours!</p><p></p><p>And to answer your question:</p><p>A "world" map is important. And by world, I mean the scope in which the setting in encompassed. Whether it is a planet, galaxy, continent, country, town, house, large dragon bones, etc.</p><p>Races in my opinion are pseudo important, only because it will differentiate said setting from other settings by the type of beings that inhabit said setting.</p><p>Classes equally as important as race choice.</p><p>Equipment, is important, how else would the players do things without a hammer? A sword? Spell components? Food? Water?</p><p>Starting Region is important because the journey has to begin somewhere, and this is largely dependent on setting size.</p><p>Monsters are important, the PCs need something to fight. Even if the monsters are other humans!</p><p>A Starting Adventure is a good idea, because it gives the players an idea of what the setting is like.</p><p>I find Variant Rules important, because this also helps establish your setting as its own creation. Obviously, most of the core would be D&D 5e related, but enough Variant Rule fluff to also give the game its own identity.</p><p></p><p>What do I find unimportant, mainly because it depends on the setting size, scope, and type are -</p><p>Religion</p><p>Nations</p><p>Culture</p><p>Calendar</p><p>Magic</p><p>Organizations</p><p></p><p>I hope you found some good insight on what I said.</p></blockquote><p></p>
[QUOTE="Slit518, post: 7526399, member: 6803713"] I actually started a "Setting Creation" stream on Twitch about a month or so back. I go over the steps on what to consider when creating your own setting, and what scope is hoped to be achieved by it. Many of these questions are dependent on the setting type. I have a link to my archived episodes here - [URL="https://www.youtube.com/playlist?list=PLzq3WiAgxt0lIUrY6OfiwJiIEkgB5jKOd"]https://www.youtube.com/playlist?list=PLzq3WiAgxt0lIUrY6OfiwJiIEkgB5jKOd[/URL] And a link to my twitch channel here - [URL="https://www.twitch.tv/slit518"]https://www.twitch.tv/slit518[/URL] I usually stream on Fridays, about 10pm EST/7pm PST, everything willing. The stream typically runs an hour, though this past episode was nearly 2 hours! And to answer your question: A "world" map is important. And by world, I mean the scope in which the setting in encompassed. Whether it is a planet, galaxy, continent, country, town, house, large dragon bones, etc. Races in my opinion are pseudo important, only because it will differentiate said setting from other settings by the type of beings that inhabit said setting. Classes equally as important as race choice. Equipment, is important, how else would the players do things without a hammer? A sword? Spell components? Food? Water? Starting Region is important because the journey has to begin somewhere, and this is largely dependent on setting size. Monsters are important, the PCs need something to fight. Even if the monsters are other humans! A Starting Adventure is a good idea, because it gives the players an idea of what the setting is like. I find Variant Rules important, because this also helps establish your setting as its own creation. Obviously, most of the core would be D&D 5e related, but enough Variant Rule fluff to also give the game its own identity. What do I find unimportant, mainly because it depends on the setting size, scope, and type are - Religion Nations Culture Calendar Magic Organizations I hope you found some good insight on what I said. [/QUOTE]
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What does a setting need to be "supported"
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