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What makes a good campaign world?
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<blockquote data-quote="Betote" data-source="post: 4636969" data-attributes="member: 52055"><p>A good campaign world, IMO, must have the following:</p><p>* Mystery. I specifically want some things not to be discussed on the setting, so that players can have a sense of discovery when they find out about them during an adventure (Drow in Golarion are a good example of this).</p><p>* Plots and places. I want to be able to run as many different kinds of adventures as I can. When I read about a CS, I don't want cool stories; I want the possibility of creating cool stories. WW's oWoD is the perfect counter-example of this: they were too busy creating their plots and conspiracies that they forgot to leave space for the PCs in them.</p><p>* Ability to change. If my high-level PCs deal with an important NPC or mess with the setting politics, I don't want that intra-game history to be undone by later supplements or novels. That means I prefer static settings to dynamic ones.</p><p>* Newbie-friendly. I don't want to spend a whole session explaining the details and quirks of a setting to my players so that they'll be able to play in it. I love Eberron, but it sees a lot less play in our table than I'd like because some players always get lost in the details about dragonmarks, specific items of magic technology, and so on.</p></blockquote><p></p>
[QUOTE="Betote, post: 4636969, member: 52055"] A good campaign world, IMO, must have the following: * Mystery. I specifically want some things not to be discussed on the setting, so that players can have a sense of discovery when they find out about them during an adventure (Drow in Golarion are a good example of this). * Plots and places. I want to be able to run as many different kinds of adventures as I can. When I read about a CS, I don't want cool stories; I want the possibility of creating cool stories. WW's oWoD is the perfect counter-example of this: they were too busy creating their plots and conspiracies that they forgot to leave space for the PCs in them. * Ability to change. If my high-level PCs deal with an important NPC or mess with the setting politics, I don't want that intra-game history to be undone by later supplements or novels. That means I prefer static settings to dynamic ones. * Newbie-friendly. I don't want to spend a whole session explaining the details and quirks of a setting to my players so that they'll be able to play in it. I love Eberron, but it sees a lot less play in our table than I'd like because some players always get lost in the details about dragonmarks, specific items of magic technology, and so on. [/QUOTE]
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