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What makes a campaign unique?
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<blockquote data-quote="Dreaddisease" data-source="post: 504136" data-attributes="member: 3548"><p>This is what I do to make mine unique. I come up with as many plot devices that I can for first level characters. Probably about 100+ so far not counting the ones I have found elsewhere. I take my favorite or most interesting ones and then I work them backwards. After about 100+ hours of pouring over the ideas in my mind and on paper and creating characters/legends/history/diety structures/plane organization/land mass layout/city structures/governments I have a world that has developed by itself. </p><p></p><p>After that you just add flavor. Every idea, everything I see can somehow be incorporated. Custom monsters from watching Nature channel or reading mythology or just a strange dream. </p><p></p><p>Major NPCs must have a background to their existance, minor NPCs can be cookie cutter but should be different from the last. </p><p></p><p>Adventure hooks will just drop in your lap after that. </p><p></p><p>Sometimes the best way to make your world unique is to let your PCs discover it as you discover it. Don't be too contrived in plot functions because of preconceived ideas of how the adventure should go. </p><p></p><p>Example: You have a party that You are trying to get to discover the ancient city of WhoCaresWhatsItsCalled but when it came to that part of the plot where they were supposed to save the books of a wizard from the fire and find the right book they start making foibles and act stupidly. So You, with Your DM might, create a rainstorm and put out the fire before any real damage was done to the documents the players "HAD" to find. </p><p></p><p>Suddenly your players are reading a book instead of discovering a world. </p><p></p><p>Okay that is all I have. I am a fan of the base rules and making homebrew worlds than the modules, but I have yet to play a module so I'm biased.</p><p></p><p>There is another way to create a world and that is to start macro with an encompassing idea and work down to minute detail </p><p></p><p>Example: The whole campaign is underground. Why? Because hundreds of Terrasques roam the surface, driving civilization underground. How do they survive? Since you don't want to add Darkvision to every race, then maybe they are still getting used to be refugees in this world and with the help of Clerics and Wizards have created substitutes for the sun allowing them to grow limited crops. etc...</p><p></p><p>It takes forever but by the time your done with the exercise you will have a world that you have as much fun creating as your players have in discovering. </p><p></p><p>No suggestion on Forgotten Realms.</p></blockquote><p></p>
[QUOTE="Dreaddisease, post: 504136, member: 3548"] This is what I do to make mine unique. I come up with as many plot devices that I can for first level characters. Probably about 100+ so far not counting the ones I have found elsewhere. I take my favorite or most interesting ones and then I work them backwards. After about 100+ hours of pouring over the ideas in my mind and on paper and creating characters/legends/history/diety structures/plane organization/land mass layout/city structures/governments I have a world that has developed by itself. After that you just add flavor. Every idea, everything I see can somehow be incorporated. Custom monsters from watching Nature channel or reading mythology or just a strange dream. Major NPCs must have a background to their existance, minor NPCs can be cookie cutter but should be different from the last. Adventure hooks will just drop in your lap after that. Sometimes the best way to make your world unique is to let your PCs discover it as you discover it. Don't be too contrived in plot functions because of preconceived ideas of how the adventure should go. Example: You have a party that You are trying to get to discover the ancient city of WhoCaresWhatsItsCalled but when it came to that part of the plot where they were supposed to save the books of a wizard from the fire and find the right book they start making foibles and act stupidly. So You, with Your DM might, create a rainstorm and put out the fire before any real damage was done to the documents the players "HAD" to find. Suddenly your players are reading a book instead of discovering a world. Okay that is all I have. I am a fan of the base rules and making homebrew worlds than the modules, but I have yet to play a module so I'm biased. There is another way to create a world and that is to start macro with an encompassing idea and work down to minute detail Example: The whole campaign is underground. Why? Because hundreds of Terrasques roam the surface, driving civilization underground. How do they survive? Since you don't want to add Darkvision to every race, then maybe they are still getting used to be refugees in this world and with the help of Clerics and Wizards have created substitutes for the sun allowing them to grow limited crops. etc... It takes forever but by the time your done with the exercise you will have a world that you have as much fun creating as your players have in discovering. No suggestion on Forgotten Realms. [/QUOTE]
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