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What makes a good Setting?
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<blockquote data-quote="Drakmar" data-source="post: 4565534" data-attributes="member: 1318"><p>I like where Hussar was going.</p><p></p><p>To me, how I do it is start with what do I want the gameplay to be like. What style of play do my players enjoy, and what style of play do I enjoy dming.</p><p></p><p>For my campaign setting I had a couple of ideas that I liked:</p><p>1. I wanted a heroic game, where players ran around doing good deeds and could save the world.</p><p>2. I wanted a world where a Roman style army had encounted the Mongolian Horde. </p><p>3. I wanted it to be internally consistent, and not some disconnected series of dungeon crawls.</p><p>4. I wanted the players to be able to become gods/dragons/super-powers.</p><p>5. I also wanted the bad guys to be "Eeeevil". (yay for Yuan-ti)</p><p>6. I wanted Magic Items to mean something.</p><p></p><p>Conveniently 4E came out about halfway through my design phase, and the three tiers really helped shape things and the new system lends itself to this style of play.</p><p></p><p>After i had that I did things like, write the creation myths for the wacky god stuff, work out what was going to endanger the world, and how the players could stop it or help it or mitigate the impacts.</p><p></p><p>Then I started building the adventure path, with the plot hooks. Depending on what the next set of players make I will customise the magic items to suit the party and the characters specifically. (it's their story after all)</p><p></p><p>All in all, once you have that overarching plot, players tend to WANT to know more about the setting, more about the pcs, more about the plot. And with a plot you know more about the motivations, the movers and shakers, and are more easily able to keep the work internally consistent.</p><p></p><p>Regards</p><p>D.</p></blockquote><p></p>
[QUOTE="Drakmar, post: 4565534, member: 1318"] I like where Hussar was going. To me, how I do it is start with what do I want the gameplay to be like. What style of play do my players enjoy, and what style of play do I enjoy dming. For my campaign setting I had a couple of ideas that I liked: 1. I wanted a heroic game, where players ran around doing good deeds and could save the world. 2. I wanted a world where a Roman style army had encounted the Mongolian Horde. 3. I wanted it to be internally consistent, and not some disconnected series of dungeon crawls. 4. I wanted the players to be able to become gods/dragons/super-powers. 5. I also wanted the bad guys to be "Eeeevil". (yay for Yuan-ti) 6. I wanted Magic Items to mean something. Conveniently 4E came out about halfway through my design phase, and the three tiers really helped shape things and the new system lends itself to this style of play. After i had that I did things like, write the creation myths for the wacky god stuff, work out what was going to endanger the world, and how the players could stop it or help it or mitigate the impacts. Then I started building the adventure path, with the plot hooks. Depending on what the next set of players make I will customise the magic items to suit the party and the characters specifically. (it's their story after all) All in all, once you have that overarching plot, players tend to WANT to know more about the setting, more about the pcs, more about the plot. And with a plot you know more about the motivations, the movers and shakers, and are more easily able to keep the work internally consistent. Regards D. [/QUOTE]
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