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<blockquote data-quote="S'mon" data-source="post: 1346190" data-attributes="member: 463"><p>What makes a good world depends on what you want it for. Generic worlds like Oerth and Toril are good for long-term play in that you can put pretty much anything in them. They are good introductory/starting worlds for players & DMs new to D&D.</p><p></p><p>By contrast, a world-hopping campaign benefits from "worlds with a schtick" - worlds with one or two strong concepts, easily grasped. Moorcock does this well, so did George Lucas in the Star Wars trilogy. Eg I created Werskara, a flat world loosely based on Norse myth, where the east & western edges are literally the End of the World (you go to far you fall into the infinite void of Ginungagap), while the icy northern edge transitions into Niflheim and the southern into Muspellheim. The northern part of the world is dominated by conflict between the huge wolf-life Wolfen tribes and the human barbarian tribes, and the civilised human coastal cities. Across the central ocean are desert lands and volcanic mountain cities ruled by a Surt-worshipping theocracy. This made a great setting for a quest scenario to recover the ancient relics needed to defeat the Wolfen, with one possessed by the Hag of the Twisted Tower in the Falling Marshes overlooking the void on the eastern edge of the world, another in the catacombs beneath the volcanic city of Sunderhold, another in possession of the Ice Witch in her storm-shrouded tower at the northern edge of the world. Etc.</p></blockquote><p></p>
[QUOTE="S'mon, post: 1346190, member: 463"] What makes a good world depends on what you want it for. Generic worlds like Oerth and Toril are good for long-term play in that you can put pretty much anything in them. They are good introductory/starting worlds for players & DMs new to D&D. By contrast, a world-hopping campaign benefits from "worlds with a schtick" - worlds with one or two strong concepts, easily grasped. Moorcock does this well, so did George Lucas in the Star Wars trilogy. Eg I created Werskara, a flat world loosely based on Norse myth, where the east & western edges are literally the End of the World (you go to far you fall into the infinite void of Ginungagap), while the icy northern edge transitions into Niflheim and the southern into Muspellheim. The northern part of the world is dominated by conflict between the huge wolf-life Wolfen tribes and the human barbarian tribes, and the civilised human coastal cities. Across the central ocean are desert lands and volcanic mountain cities ruled by a Surt-worshipping theocracy. This made a great setting for a quest scenario to recover the ancient relics needed to defeat the Wolfen, with one possessed by the Hag of the Twisted Tower in the Falling Marshes overlooking the void on the eastern edge of the world, another in the catacombs beneath the volcanic city of Sunderhold, another in possession of the Ice Witch in her storm-shrouded tower at the northern edge of the world. Etc. [/QUOTE]
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