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your homebrew campaign - generic setting or single campaign?
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<blockquote data-quote="GlassJaw" data-source="post: 1845905" data-attributes="member: 22103"><p>Hi all. As many of you may know, I'm working on my first "real" homebrew right now (using Grim Tales). I originally set out to create a world that could supports multiple campaigns over a period of time but as I develop the setting itself as well as the campaign plotline, I'm finding more and more that the setting itself <em>is</em> the campaign (if that makes any sense). Basically, the plotline I'm working on tells the story of the world and will greatly affect it in the end.</p><p></p><p>So to those that have homebrews, are your settings generic in that you have played (or could play) multiple campaigns within them or did you create it to tell the story of a particular world (like a novel for example)? </p><p></p><p>Also, my homebrew will be low-magic. Do you think that the mechanics of the gave have any effect on the campaign itself? It seems to me that it's more common for a low-magic campaign to have a greater effect on the world itself rather than say a Forgotten Realms campaign. I have read about low-magic campaigns where over the course of the campaign, the players discover why magic is limited or find a way to bring it back or something like that. I could be wrong, this is just my impression.</p></blockquote><p></p>
[QUOTE="GlassJaw, post: 1845905, member: 22103"] Hi all. As many of you may know, I'm working on my first "real" homebrew right now (using Grim Tales). I originally set out to create a world that could supports multiple campaigns over a period of time but as I develop the setting itself as well as the campaign plotline, I'm finding more and more that the setting itself [I]is[/I] the campaign (if that makes any sense). Basically, the plotline I'm working on tells the story of the world and will greatly affect it in the end. So to those that have homebrews, are your settings generic in that you have played (or could play) multiple campaigns within them or did you create it to tell the story of a particular world (like a novel for example)? Also, my homebrew will be low-magic. Do you think that the mechanics of the gave have any effect on the campaign itself? It seems to me that it's more common for a low-magic campaign to have a greater effect on the world itself rather than say a Forgotten Realms campaign. I have read about low-magic campaigns where over the course of the campaign, the players discover why magic is limited or find a way to bring it back or something like that. I could be wrong, this is just my impression. [/QUOTE]
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