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What flavor do you use to make your gameworld unique?
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<blockquote data-quote="Piratecat" data-source="post: 2810949" data-attributes="member: 2"><p>My campaign started as just about as generic a campaign as they come: a base city on the edge of a small country, fleshed out almost completely by linked Dungeon modules. As the PCs explored, I slowly added detail to the country. I only bothered creating one or two surrounding countries at the time, leaving myself plenty of room to expand.</p><p></p><p>Along the way, though, something weird happened. Politics (both domestic and international) got really interesting, and the PCs started to have an effect on places outside the country. I finally felt up to introducing a lot of new material, so I sent them on a quest across thousands of miles. I greatly expanded the roles of the religions, and threw in a few curve balls (such as a country with its own Gods who ONLY existed inside the country's borders, and who throttled other divine magic in their lands.) When Planescape showed up, I added that integrally into the landscape. Ancient history raised its ugly head, and I introduced the concept that the world used to be a rotten husk inhabited by huge undead worms, before the Gods came to cleanse and recreate it.</p><p></p><p>At some point in here, I went from "many short semi-connected adventures" to "giant honking plot arc."</p><p></p><p>Now, as I close in on the end of the campaign after 15 years or so, I have two main themes in the game that are running side-by-side. One of those is that not all the worms are dead and gone, and the PCs are nominally involved with freeing the few who are left. Somewhere in there, the world sort of took on a life of its own -- and I think that's the case with every fun campaign.</p></blockquote><p></p>
[QUOTE="Piratecat, post: 2810949, member: 2"] My campaign started as just about as generic a campaign as they come: a base city on the edge of a small country, fleshed out almost completely by linked Dungeon modules. As the PCs explored, I slowly added detail to the country. I only bothered creating one or two surrounding countries at the time, leaving myself plenty of room to expand. Along the way, though, something weird happened. Politics (both domestic and international) got really interesting, and the PCs started to have an effect on places outside the country. I finally felt up to introducing a lot of new material, so I sent them on a quest across thousands of miles. I greatly expanded the roles of the religions, and threw in a few curve balls (such as a country with its own Gods who ONLY existed inside the country's borders, and who throttled other divine magic in their lands.) When Planescape showed up, I added that integrally into the landscape. Ancient history raised its ugly head, and I introduced the concept that the world used to be a rotten husk inhabited by huge undead worms, before the Gods came to cleanse and recreate it. At some point in here, I went from "many short semi-connected adventures" to "giant honking plot arc." Now, as I close in on the end of the campaign after 15 years or so, I have two main themes in the game that are running side-by-side. One of those is that not all the worms are dead and gone, and the PCs are nominally involved with freeing the few who are left. Somewhere in there, the world sort of took on a life of its own -- and I think that's the case with every fun campaign. [/QUOTE]
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What flavor do you use to make your gameworld unique?
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