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*Dungeons & Dragons
What would you want for a *new* 5E campaign world?
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<blockquote data-quote="Libramarian" data-source="post: 6104378" data-attributes="member: 6688858"><p>Some pretty maps and a bunch of adventure seeds with a unifying flavor, basically. I think of a setting as like 5 or 10 adventure products gutted of extraneous detail, loosened up in terms of plot linearity and crammed together so you can criss-cross connections in play. It's a midway product between the ready-to-run adventure and complete homebrew. I'm not interested in "worlds" that are mostly made up of the kind of detail that I wouldn't even bother to come up with in a homebrew setting. I don't particularly care about the geographical extent of the setting, whether it's a city or an island or a province, or whatever--you could run a huge campaign in just one city. Whatever is most appropriate for the unifying flavor. I like some general background detail, but just enough for NPCs to have interesting things to talk about during extemporaneous conversations. "Baking in" some of the flavor in terms of random event/encounter tables and variant rules is cool. Then I don't even have to memorize it.</p><p></p><p>My fav setting right now is John Stater's <a href="http://matt-landofnod.blogspot.ca/" target="_blank">Land of Nod</a>, which is a hexcrawl setting with hundreds of one or two paragraph adventure site sketches peppered around the map, for the DM to flesh out into full dungeons if/when the players explore there. I like that. I also like how he writes up cities--there's a keyed map, but it's not the whole city, it's just one neighborhood in size with a couple dozen of the important NPCs but it <em>represents</em> the whole city...kind of like how the "cities" in Skyrim have only like 20 buildings and you can walk from one end to the other in 2 minutes. That is to say--the difference between a town and a city is mostly color. A city is like a town but where the NPCs are the most important NPCs of the city. That's a smart idea I think.</p></blockquote><p></p>
[QUOTE="Libramarian, post: 6104378, member: 6688858"] Some pretty maps and a bunch of adventure seeds with a unifying flavor, basically. I think of a setting as like 5 or 10 adventure products gutted of extraneous detail, loosened up in terms of plot linearity and crammed together so you can criss-cross connections in play. It's a midway product between the ready-to-run adventure and complete homebrew. I'm not interested in "worlds" that are mostly made up of the kind of detail that I wouldn't even bother to come up with in a homebrew setting. I don't particularly care about the geographical extent of the setting, whether it's a city or an island or a province, or whatever--you could run a huge campaign in just one city. Whatever is most appropriate for the unifying flavor. I like some general background detail, but just enough for NPCs to have interesting things to talk about during extemporaneous conversations. "Baking in" some of the flavor in terms of random event/encounter tables and variant rules is cool. Then I don't even have to memorize it. My fav setting right now is John Stater's [URL="http://matt-landofnod.blogspot.ca/"]Land of Nod[/URL], which is a hexcrawl setting with hundreds of one or two paragraph adventure site sketches peppered around the map, for the DM to flesh out into full dungeons if/when the players explore there. I like that. I also like how he writes up cities--there's a keyed map, but it's not the whole city, it's just one neighborhood in size with a couple dozen of the important NPCs but it [I]represents[/I] the whole city...kind of like how the "cities" in Skyrim have only like 20 buildings and you can walk from one end to the other in 2 minutes. That is to say--the difference between a town and a city is mostly color. A city is like a town but where the NPCs are the most important NPCs of the city. That's a smart idea I think. [/QUOTE]
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What would you want for a *new* 5E campaign world?
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