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What makes a great campaign setting?
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<blockquote data-quote="NewJeffCTHome" data-source="post: 1817849" data-attributes="member: 25012"><p>I like a few simple things from my campaign setting</p><p></p><p>1) Not too much detail, be it from tons of books or novels. While nobody says you don't have freedom to do what you want, if you deviate from novels, somebody might be disappointed. I prefer a nice outline that allows the DM & Players to fill in the blanks.</p><p></p><p>2) Hopefully, low magic. It is easier to add in a dragon in every cave and a troll under every bridge if you want a fantastical campaign and still keep the feel of the setting than it is to take Elminster, Drizz't & Undermountain out of the Realms.</p><p></p><p>3) Realistic geography, demographics, history and politics. No cities surrounded by walls of ice in the desert. And, each nation/kingdom should have a reason for existing and how it plans to deal with its neighbors.</p><p></p><p>4) 2nd most important thing - NO unifying theme or plot. While Midnight is great for one campaign, it kind of feels anti-climactic if you run through it again. If you have a world where you can pop a group in anywhere and run just about anything you want, that is what I want.</p><p></p><p>5) Most important - you can make a campaign just using the CS book and the 3 core rule books. You can basically 'plug & play' PCs from the PHB. I don't have a lot of time to learn rules from every 3rd party supplement out there, so I prefer to stick with the 3 main books.</p></blockquote><p></p>
[QUOTE="NewJeffCTHome, post: 1817849, member: 25012"] I like a few simple things from my campaign setting 1) Not too much detail, be it from tons of books or novels. While nobody says you don't have freedom to do what you want, if you deviate from novels, somebody might be disappointed. I prefer a nice outline that allows the DM & Players to fill in the blanks. 2) Hopefully, low magic. It is easier to add in a dragon in every cave and a troll under every bridge if you want a fantastical campaign and still keep the feel of the setting than it is to take Elminster, Drizz't & Undermountain out of the Realms. 3) Realistic geography, demographics, history and politics. No cities surrounded by walls of ice in the desert. And, each nation/kingdom should have a reason for existing and how it plans to deal with its neighbors. 4) 2nd most important thing - NO unifying theme or plot. While Midnight is great for one campaign, it kind of feels anti-climactic if you run through it again. If you have a world where you can pop a group in anywhere and run just about anything you want, that is what I want. 5) Most important - you can make a campaign just using the CS book and the 3 core rule books. You can basically 'plug & play' PCs from the PHB. I don't have a lot of time to learn rules from every 3rd party supplement out there, so I prefer to stick with the 3 main books. [/QUOTE]
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