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<blockquote data-quote="RodneyThompson" data-source="post: 5003048" data-attributes="member: 3594"><p>In fact, you can really only pull this off with a setting like FR, or Eberron, or possibly Greyhawk, which has years and years of supplements full of lore, guaranteeing that your players have picked up on some of these stories and can, in turn, make that knowledge a part of their characters' knowledge. </p><p></p><p>I suppose the DM could make up his own campaign world, but then he'd need to write up a whole bunch of world info to give to his players a head of time...that would turn out to not be true. The whole premise of the campaign leans on the idea that "everything you know is wrong, or at least exaggerated," and it seems like it would be more difficult to pull that off if you were handing your players a whole new setting, that they then had to learn, only to find out that you handed them a bunch of stuff that isn't true.</p></blockquote><p></p>
[QUOTE="RodneyThompson, post: 5003048, member: 3594"] In fact, you can really only pull this off with a setting like FR, or Eberron, or possibly Greyhawk, which has years and years of supplements full of lore, guaranteeing that your players have picked up on some of these stories and can, in turn, make that knowledge a part of their characters' knowledge. I suppose the DM could make up his own campaign world, but then he'd need to write up a whole bunch of world info to give to his players a head of time...that would turn out to not be true. The whole premise of the campaign leans on the idea that "everything you know is wrong, or at least exaggerated," and it seems like it would be more difficult to pull that off if you were handing your players a whole new setting, that they then had to learn, only to find out that you handed them a bunch of stuff that isn't true. [/QUOTE]
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