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What makes a great campaign setting?
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<blockquote data-quote="Glyfair" data-source="post: 1820910" data-attributes="member: 53"><p>Of course, a lot of this will vary from person to person. A great campaign setting (well, at least a great <em>successful</em> campaign setting) will appeal to a large number of people.</p><p></p><p>To me the following factors make a setting great.</p><p></p><p>1) <strong>They stir my imagination.</strong></p><p></p><p>I want a campaign setting to suggest things to me. When I read a campaign setting I want scenes to jump out at me. I want adventure ideas to come out of the pages. I want campaign themes to suggest themselves to me.</p><p></p><p>The campaign setting that fits this the best is easily <em>Glorantha</em>. Just looking at the map in the RQ2 book was enough to suggest these things.</p><p></p><p>2) <strong>Strong Support</strong></p><p></p><p>It doesn't have to be a lot of support, however, it should be quality. Sourcebooks that flesh out areas of the campaign, without creating a straightjacket. Adventures that are fun and get across the campaign world themes.</p><p></p><p>I actually like novels set in the campaign world. They help get across the feel of the world. Preferrably, they aren't campaign changing, but campaign enhancing. For example, I'm looking forward to the Eberron novels in order to get an idea of what it's like to adventure in Sharn. Novels can give a perspective that supplements can't.</p><p></p><p>3) <strong>Adaptability</strong></p><p></p><p>I want to be able to take products and adventures from outside the campaign world and be able to fit them in the campaign world. The world can't be so different that I can't take most adventures and adapt them without completely rewriting the adventure. Everything doesn't have to fit, but most things should. </p><p></p><p>A good example of this working is Eberron. It's has elements specific to the campaign, but nothing so different that I can't take most of the adventure path adventures and fit them in. Only adventures that deal in the planes would be difficult to adapt.</p><p></p><p>Dark Sun, on the other hand, doesn't meet this criteria. There aren't a lot of outside support products that can be used in the world, without significant changes. Almost the only products that fit into the campaign are those that were created for the world. Dark Sun, however, does meet the first criteria, as it strongly stirs the imagination.</p></blockquote><p></p>
[QUOTE="Glyfair, post: 1820910, member: 53"] Of course, a lot of this will vary from person to person. A great campaign setting (well, at least a great [I]successful[/I] campaign setting) will appeal to a large number of people. To me the following factors make a setting great. 1) [B]They stir my imagination.[/B] I want a campaign setting to suggest things to me. When I read a campaign setting I want scenes to jump out at me. I want adventure ideas to come out of the pages. I want campaign themes to suggest themselves to me. The campaign setting that fits this the best is easily [I]Glorantha[/I]. Just looking at the map in the RQ2 book was enough to suggest these things. 2) [B]Strong Support[/B] It doesn't have to be a lot of support, however, it should be quality. Sourcebooks that flesh out areas of the campaign, without creating a straightjacket. Adventures that are fun and get across the campaign world themes. I actually like novels set in the campaign world. They help get across the feel of the world. Preferrably, they aren't campaign changing, but campaign enhancing. For example, I'm looking forward to the Eberron novels in order to get an idea of what it's like to adventure in Sharn. Novels can give a perspective that supplements can't. 3) [B]Adaptability[/B] I want to be able to take products and adventures from outside the campaign world and be able to fit them in the campaign world. The world can't be so different that I can't take most adventures and adapt them without completely rewriting the adventure. Everything doesn't have to fit, but most things should. A good example of this working is Eberron. It's has elements specific to the campaign, but nothing so different that I can't take most of the adventure path adventures and fit them in. Only adventures that deal in the planes would be difficult to adapt. Dark Sun, on the other hand, doesn't meet this criteria. There aren't a lot of outside support products that can be used in the world, without significant changes. Almost the only products that fit into the campaign are those that were created for the world. Dark Sun, however, does meet the first criteria, as it strongly stirs the imagination. [/QUOTE]
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