Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
What makes a great campaign setting?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Dr. Strangemonkey" data-source="post: 1819437" data-attributes="member: 6533"><p>Great locales. Conflicts. And characters/roles. Cool stuff to find out.</p><p></p><p>Not saying Elminster is the way to go, cause noone can be or beat Elminster but him. A great darklord, on the other hand, is critical as are a bunch of cool positions that PCs can either work against, for, or attain at their discretion. </p><p></p><p>I am very impressed and pleased by the variety of responses I've read in this thread. The other DMs and I have been polling the locals to find out what's compelling so we can finally create a homebrew we can stick with, and it's been very cool seeing how different everyone's tastes are and challenging to find a happy meeting point.</p><p></p><p>I was particularly impressed with Wombat's take on the importance of flavorful detail, but the second point that was made really speaks to my current take on that taste.</p><p></p><p></p><p></p><p>See for me, at this point and particularly because of my experience on ENWorld, that last argument seems essentially impossible simply because making a world that achieves the goal of believability is impossible unless you know, essentially accept, and can implement the assumptions about history held by any given individual. </p><p></p><p>For me, for instance, the early middle ages are a time when it was much easier to move between clas</p><p>ses than it was in earlier or later periods and in which gender roles are far more open, particularly when you move into the arena of the legendary. Others have a very different understanding of the period and are perfectly willing to argue it. </p><p></p><p>So, theoretically you can't achieve believability save for an audience or two at a time. But I think you can do better either by making the historical processes of the world apparent or by providing a lot of variety in the accidents or assumptions of your world so that people can either replace your historical assumptions with the ones they like or read their favorite ones into at least two or three areas of the world and focus on them.</p><p></p><p>I, for instance, love the city surrounded by glaciers in the middle of the desert, but you had better have some explanation for how this happened or a preponderance of more intuitive desert settlements in the area. That way there is detail and choice.</p><p></p><p>For similar reasons I like settings that are very genre aware, though I prefer it when they offer you a choice of genres. Eberron is cool cause it says Pulp right out front, but Spycraft is better because it gives you genre as a tool for character creation.</p><p></p><p>So you like James Bond, well these are the people you should work for.</p><p></p><p>A-Team? Well this is for you.</p><p></p><p>I love that! I also have a special place in my heart for everything and your neighbor's kitchen sink stuff, but that's real hard to pull off. Forgotten Realms does a lot right, but I think that is not their actual strong point. Hackmaster does it well.</p><p></p><p>Hachmaster is also, perhaps, the best handbook for setting the tone.</p><p></p><p>Nearly every other setting really relies on the supplements or adventures. The basic book always has to cover way too much ground.</p></blockquote><p></p>
[QUOTE="Dr. Strangemonkey, post: 1819437, member: 6533"] Great locales. Conflicts. And characters/roles. Cool stuff to find out. Not saying Elminster is the way to go, cause noone can be or beat Elminster but him. A great darklord, on the other hand, is critical as are a bunch of cool positions that PCs can either work against, for, or attain at their discretion. I am very impressed and pleased by the variety of responses I've read in this thread. The other DMs and I have been polling the locals to find out what's compelling so we can finally create a homebrew we can stick with, and it's been very cool seeing how different everyone's tastes are and challenging to find a happy meeting point. I was particularly impressed with Wombat's take on the importance of flavorful detail, but the second point that was made really speaks to my current take on that taste. See for me, at this point and particularly because of my experience on ENWorld, that last argument seems essentially impossible simply because making a world that achieves the goal of believability is impossible unless you know, essentially accept, and can implement the assumptions about history held by any given individual. For me, for instance, the early middle ages are a time when it was much easier to move between clas ses than it was in earlier or later periods and in which gender roles are far more open, particularly when you move into the arena of the legendary. Others have a very different understanding of the period and are perfectly willing to argue it. So, theoretically you can't achieve believability save for an audience or two at a time. But I think you can do better either by making the historical processes of the world apparent or by providing a lot of variety in the accidents or assumptions of your world so that people can either replace your historical assumptions with the ones they like or read their favorite ones into at least two or three areas of the world and focus on them. I, for instance, love the city surrounded by glaciers in the middle of the desert, but you had better have some explanation for how this happened or a preponderance of more intuitive desert settlements in the area. That way there is detail and choice. For similar reasons I like settings that are very genre aware, though I prefer it when they offer you a choice of genres. Eberron is cool cause it says Pulp right out front, but Spycraft is better because it gives you genre as a tool for character creation. So you like James Bond, well these are the people you should work for. A-Team? Well this is for you. I love that! I also have a special place in my heart for everything and your neighbor's kitchen sink stuff, but that's real hard to pull off. Forgotten Realms does a lot right, but I think that is not their actual strong point. Hackmaster does it well. Hachmaster is also, perhaps, the best handbook for setting the tone. Nearly every other setting really relies on the supplements or adventures. The basic book always has to cover way too much ground. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What makes a great campaign setting?
Top