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General Tabletop Discussion
*TTRPGs General
What makes a D&D/d20 Campaign Setting great?
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<blockquote data-quote="autumnfyr" data-source="post: 5274321" data-attributes="member: 21401"><p>From someone who has DM'd for decades (scary), what makes a setting great is the story. My players range from role-players to hardcore min/maxers, but the story is what keeps them interested in the setting. Detail is important in a setting - the fluff rules. If anyone has not read or played Age of Worms, it makes Greyhawk come alive. Golarion is a great setting because of the adventures and the detail (even though its a "traditional" setting) wrapped up in those adventures. Eberron doesn't have a lot of adventures set in it, but the setting is detailed enough to run and create those adventures, as is the case in many of the settings in this thread. Scarred Lands intrigued me to no end, but ultimately it was lacked a lot of that detail. Even though the big idea of the story, Titans vs. Gods, was well done, I found it hard to fill in the details, even with their sourcebooks. Each sourcebook seemed to go in a different direction, so there was no consistent vision in the story.</p><p></p><p>Though I have dragged my players (kicking and screaming) into 4th edition (the min/maxers did me in and I couldn't take the "I can make a character that destroys the game and if you (the DM ) kill him, I'll just make a more powerful one from the messageboards"). I am concerned that WoTC hasn't spent much thought on setting at all. That's what makes me love a game or a setting. Story, enough detail to make a fit, and enough character (often through NPC development) to make it interesting.</p><p></p><p>I don't usually respond to these threads, but this one caught me.</p></blockquote><p></p>
[QUOTE="autumnfyr, post: 5274321, member: 21401"] From someone who has DM'd for decades (scary), what makes a setting great is the story. My players range from role-players to hardcore min/maxers, but the story is what keeps them interested in the setting. Detail is important in a setting - the fluff rules. If anyone has not read or played Age of Worms, it makes Greyhawk come alive. Golarion is a great setting because of the adventures and the detail (even though its a "traditional" setting) wrapped up in those adventures. Eberron doesn't have a lot of adventures set in it, but the setting is detailed enough to run and create those adventures, as is the case in many of the settings in this thread. Scarred Lands intrigued me to no end, but ultimately it was lacked a lot of that detail. Even though the big idea of the story, Titans vs. Gods, was well done, I found it hard to fill in the details, even with their sourcebooks. Each sourcebook seemed to go in a different direction, so there was no consistent vision in the story. Though I have dragged my players (kicking and screaming) into 4th edition (the min/maxers did me in and I couldn't take the "I can make a character that destroys the game and if you (the DM ) kill him, I'll just make a more powerful one from the messageboards"). I am concerned that WoTC hasn't spent much thought on setting at all. That's what makes me love a game or a setting. Story, enough detail to make a fit, and enough character (often through NPC development) to make it interesting. I don't usually respond to these threads, but this one caught me. [/QUOTE]
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What makes a D&D/d20 Campaign Setting great?
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