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Wisdom of the homebrewers applied to published settings
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<blockquote data-quote="Graf" data-source="post: 346125" data-attributes="member: 3087"><p>This is a pretty keen anaysis. You're spot on except:</p><p></p><p>Its been said before but this was also how FR started. You had the dalelands, and a few other choice (or utterly random) bits and that was it. You had the Moonshae isles from some novels and Icewind dale. They were all pretty much hick towns removed from the hustle and bustle. Sembia wasn't even defined at all (so DMs could create their own games there). Eventually they went out and started to fill in the world. For a while the best resource were actually the comic books they were doing by Jeff Grubb.</p><p></p><p>Just about every roleplaying game has started out the same way, Vampire, Rifts, Earthdawn, Shadworun, etc. They all started with a simple structure based on a small area geographically and began to expand outward filling in details and adding new layers of complexity.</p><p>In D&D world Dragonlance, Ravenloft, Darksun, Spelljammer did this too.</p><p>I think most game writers leave themselves lots of openings to expand and go into more detail....</p></blockquote><p></p>
[QUOTE="Graf, post: 346125, member: 3087"] This is a pretty keen anaysis. You're spot on except: Its been said before but this was also how FR started. You had the dalelands, and a few other choice (or utterly random) bits and that was it. You had the Moonshae isles from some novels and Icewind dale. They were all pretty much hick towns removed from the hustle and bustle. Sembia wasn't even defined at all (so DMs could create their own games there). Eventually they went out and started to fill in the world. For a while the best resource were actually the comic books they were doing by Jeff Grubb. Just about every roleplaying game has started out the same way, Vampire, Rifts, Earthdawn, Shadworun, etc. They all started with a simple structure based on a small area geographically and began to expand outward filling in details and adding new layers of complexity. In D&D world Dragonlance, Ravenloft, Darksun, Spelljammer did this too. I think most game writers leave themselves lots of openings to expand and go into more detail.... [/QUOTE]
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