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What makes a good Setting?
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<blockquote data-quote="Hussar" data-source="post: 4567989" data-attributes="member: 22779"><p>TwinB - that's jazzy.</p><p></p><p>Posrep.</p><p></p><p>Nice list. I think the point that really needs to be hammered home here is that you don't actually need to work out the setting first. Hang on a tick while I drop a disclaimer here.</p><p></p><p>***It is perfectly fine and works for lots of people to start with a setting first *****</p><p></p><p>There, that should take care of things. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>However, if you choose to go the other route, and make a campaign first, I think you'll find that the setting largely writes itself. Realistically, for a 3e campaign, to go from 1st to 20th, you need at most 20 adventures, and probably only 10 or 12. </p><p></p><p>So, if you work out 15 or so ideas, string them along in a semi-coherent line, you've got the outline of your campaign. Heck, a flowchart here might be a very good idea as well. Simply start with your initial adventure. From there link to two or three next adventures, and then two or three more (don't worry, you can link back to earlier adventures as well. By the end, you should have a very messy piece of paper with all sorts of lines on it. But, from that web of adventure hooks, you can craft an entire campaign.</p><p></p><p>I'm a huge fan of the idea of a campaign matrix - where each adventure links to two or three others. It makes for a manageable number of adventures that you can outline at the beginning. Like I said, the most you're ever going to need is 20 and likely a lot less. </p><p></p><p>But, from your web, you can start looking at the settings you need for a given adventure. Plot the web directly onto a map if you need to. Now you have the bare bones of your setting and you can start filling in the spaces.</p><p></p><p>But, at all times, keep the campaign you are going to run in mind. Don't start detailing areas that aren't covered by your campaign. Really, I'm a big believer in leaving lots of "Here Be Dragyns" areas on a map because you can let the players fill in those spots. "Oh, you want to be a XXX? Well, I guess I'll plonk down an enclave of those over here."</p><p></p><p>I think one of the biggest mistakes DM's make is placing setting ahead of campaign. Setting should be mutable at a moment's notice. Instead of placing hard limits on the campaign, (something like emphatically stating, "NO Elves") place a soft limit - "Look, guys, I didn't really want elves in here, but, if you insist, ummm, how can we make it work?" If the player's don't care, then you can nudge them away from elements you don't like. But, if someone's really jonesing to play XX, then, well, go for it. Setting's don't care if you violate them repeatedly.</p></blockquote><p></p>
[QUOTE="Hussar, post: 4567989, member: 22779"] TwinB - that's jazzy. Posrep. Nice list. I think the point that really needs to be hammered home here is that you don't actually need to work out the setting first. Hang on a tick while I drop a disclaimer here. ***It is perfectly fine and works for lots of people to start with a setting first ***** There, that should take care of things. :) However, if you choose to go the other route, and make a campaign first, I think you'll find that the setting largely writes itself. Realistically, for a 3e campaign, to go from 1st to 20th, you need at most 20 adventures, and probably only 10 or 12. So, if you work out 15 or so ideas, string them along in a semi-coherent line, you've got the outline of your campaign. Heck, a flowchart here might be a very good idea as well. Simply start with your initial adventure. From there link to two or three next adventures, and then two or three more (don't worry, you can link back to earlier adventures as well. By the end, you should have a very messy piece of paper with all sorts of lines on it. But, from that web of adventure hooks, you can craft an entire campaign. I'm a huge fan of the idea of a campaign matrix - where each adventure links to two or three others. It makes for a manageable number of adventures that you can outline at the beginning. Like I said, the most you're ever going to need is 20 and likely a lot less. But, from your web, you can start looking at the settings you need for a given adventure. Plot the web directly onto a map if you need to. Now you have the bare bones of your setting and you can start filling in the spaces. But, at all times, keep the campaign you are going to run in mind. Don't start detailing areas that aren't covered by your campaign. Really, I'm a big believer in leaving lots of "Here Be Dragyns" areas on a map because you can let the players fill in those spots. "Oh, you want to be a XXX? Well, I guess I'll plonk down an enclave of those over here." I think one of the biggest mistakes DM's make is placing setting ahead of campaign. Setting should be mutable at a moment's notice. Instead of placing hard limits on the campaign, (something like emphatically stating, "NO Elves") place a soft limit - "Look, guys, I didn't really want elves in here, but, if you insist, ummm, how can we make it work?" If the player's don't care, then you can nudge them away from elements you don't like. But, if someone's really jonesing to play XX, then, well, go for it. Setting's don't care if you violate them repeatedly. [/QUOTE]
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