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What makes a Campaign setting Interesting to You?
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<blockquote data-quote="Darrin Drader" data-source="post: 2951820" data-attributes="member: 7394"><p>This thread has gone in a dozen different directions, so I'll just give you my short dissertation on what I think makes a good setting.</p><p></p><p>First, if you're going to diverge from generic fantasy, then go all the way. We're talking a setting that is psionics only, or arcanum only. Maybe you limit demihumans, or eliminate them entirely. But that isn't really the direction you're wanting to go in this, so I won't go any further in that direction.</p><p></p><p>In a sword and sorcery style D&D setting, I like to see a few things:</p><p></p><p>1) I want there to be some large hooks. They don't have to be setting-wide hooks, as in Izrador ruling the world (Midnight), but I do like to have some notable villains or struggles that define specific regions.</p><p></p><p>2) I like a lot of empty space interspersed with areas (mini-settings) that are well developed. In other words, in FR, I love Waterdeep, but I'd like it if there was so little information about some of the surrounding towns and regions that I could do anything with them I want. In one case I tried to do exactly that, but after taking on a new player, I learned that the city where I set my game was the same place where the Green Regent campaign was taking place, and that my campaign didn't work because of it. My response to that, of course, was that we aren't playing Green Regent, so I don't care what the RPGA put there, but that kind of gets back to the fact that I don't want every little thing mapped out.</p><p></p><p>3) A good sense of history. The history doesn't have to be so incredibly detailed that we know every major house from the past five thousand years, but it is nice to know when the major civilizations rose and fell. It's also nice to attach some notes describing things like dress style and architecture type since the PCs will undoubtedly be pillaging through the ruins of said civilizations.</p><p></p><p>4) Room for the PCs to have a major influence on the setting. Do they aspire to carve out a kingdom of their own? What areas are unstable enough that this might be a possibility? </p><p></p><p>5) Organizations are key. They really help set the tone of the settings. Is there one that hates magic and is bent on destroying it all? Is there a group that hates one of the demi-human races? What about a thives guild that is so large that it spans multiple cities or kingdoms. The cool thing about organizations is that you can create one from just about any hairbrained idea you come up with, and it stands a reasonable chance of inspiring someone (trust me on this one, I speak from experience).</p><p></p><p>6) Fantastic locations. These don't have to be super detailed, but it you should include some notes on areas that are just cool because they don't or can't exist in the real world (or maybe they do and they're cool, like the pyramids). I'm talking castles made of obsidion, Crystal towers that rise out of icy lakes on certain days of the year, floating cities, subterranean cities.</p><p></p><p>7) Monsters having a place in the setting other than opponents for the PCs to kill and take their stuff.</p></blockquote><p></p>
[QUOTE="Darrin Drader, post: 2951820, member: 7394"] This thread has gone in a dozen different directions, so I'll just give you my short dissertation on what I think makes a good setting. First, if you're going to diverge from generic fantasy, then go all the way. We're talking a setting that is psionics only, or arcanum only. Maybe you limit demihumans, or eliminate them entirely. But that isn't really the direction you're wanting to go in this, so I won't go any further in that direction. In a sword and sorcery style D&D setting, I like to see a few things: 1) I want there to be some large hooks. They don't have to be setting-wide hooks, as in Izrador ruling the world (Midnight), but I do like to have some notable villains or struggles that define specific regions. 2) I like a lot of empty space interspersed with areas (mini-settings) that are well developed. In other words, in FR, I love Waterdeep, but I'd like it if there was so little information about some of the surrounding towns and regions that I could do anything with them I want. In one case I tried to do exactly that, but after taking on a new player, I learned that the city where I set my game was the same place where the Green Regent campaign was taking place, and that my campaign didn't work because of it. My response to that, of course, was that we aren't playing Green Regent, so I don't care what the RPGA put there, but that kind of gets back to the fact that I don't want every little thing mapped out. 3) A good sense of history. The history doesn't have to be so incredibly detailed that we know every major house from the past five thousand years, but it is nice to know when the major civilizations rose and fell. It's also nice to attach some notes describing things like dress style and architecture type since the PCs will undoubtedly be pillaging through the ruins of said civilizations. 4) Room for the PCs to have a major influence on the setting. Do they aspire to carve out a kingdom of their own? What areas are unstable enough that this might be a possibility? 5) Organizations are key. They really help set the tone of the settings. Is there one that hates magic and is bent on destroying it all? Is there a group that hates one of the demi-human races? What about a thives guild that is so large that it spans multiple cities or kingdoms. The cool thing about organizations is that you can create one from just about any hairbrained idea you come up with, and it stands a reasonable chance of inspiring someone (trust me on this one, I speak from experience). 6) Fantastic locations. These don't have to be super detailed, but it you should include some notes on areas that are just cool because they don't or can't exist in the real world (or maybe they do and they're cool, like the pyramids). I'm talking castles made of obsidion, Crystal towers that rise out of icy lakes on certain days of the year, floating cities, subterranean cities. 7) Monsters having a place in the setting other than opponents for the PCs to kill and take their stuff. [/QUOTE]
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