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your homebrew campaign - generic setting or single campaign?
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<blockquote data-quote="fusangite" data-source="post: 1853703" data-attributes="member: 7240"><p>I think the better homebrews are ones like yours -- where the world has an implicit major narrative. I think many GMs screw up by trying to make a world that functions as a setting completely un-coupled from the plot. When I design a world, it is always one with an implicit narrative that, when it's over, has basically rendered the world a less interesting place to be... and it's therefore time to create another world. </p><p></p><p>Occasionally, one can do two campaigns in one of my worlds but typically that entails going considerably forward or backward in time or, if the first campaign was world-shaking, the second quest has to be universe-shaking. </p><p></p><p>I think you're on the right track recognizing that your world has, implicit in it, one great story. Let this post stand as an offer of unqualified encouragement.</p><p></p><p></p><p></p><p>Forgotten Realms is not a world that could possibly hold together coherently. Don't compare anything to it; just because it's popular doesn't mean it isn't ridiculous. I don't see any link between low- or high- magic and the question of implicit narrative. </p><p></p><p></p><p></p><p>I think this assumes that the "natural" state is high-magic. Low-magic worlds can be low-magic intrinsically; the "natural" amount of magic could, in fact, be even less than the campaign starts with.</p></blockquote><p></p>
[QUOTE="fusangite, post: 1853703, member: 7240"] I think the better homebrews are ones like yours -- where the world has an implicit major narrative. I think many GMs screw up by trying to make a world that functions as a setting completely un-coupled from the plot. When I design a world, it is always one with an implicit narrative that, when it's over, has basically rendered the world a less interesting place to be... and it's therefore time to create another world. Occasionally, one can do two campaigns in one of my worlds but typically that entails going considerably forward or backward in time or, if the first campaign was world-shaking, the second quest has to be universe-shaking. I think you're on the right track recognizing that your world has, implicit in it, one great story. Let this post stand as an offer of unqualified encouragement. Forgotten Realms is not a world that could possibly hold together coherently. Don't compare anything to it; just because it's popular doesn't mean it isn't ridiculous. I don't see any link between low- or high- magic and the question of implicit narrative. I think this assumes that the "natural" state is high-magic. Low-magic worlds can be low-magic intrinsically; the "natural" amount of magic could, in fact, be even less than the campaign starts with. [/QUOTE]
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