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<blockquote data-quote="Celebrim" data-source="post: 4372815" data-attributes="member: 4937"><p>Oh, I'm quite willing to argue that a simple and derivative setting is ideal and that complex and non-derivative settings are bad, if all you need is a contrasting point of view. </p><p></p><p>The thing about a simple and derivative setting is that it would feel like it was designed to last a single campaign or single adventure. It would feel a bit disposable, and not like something that you'd want to revist alot.</p><p></p><p>But, that's ok.</p><p></p><p>A single memorable enjoyable campaign is doing pretty good by any homebrew setting and unless you are planning to publish the setting for a wide community the sort of detail that I just described would be absolutely wasted. In most cases, unless you love world building for world building's sake, you'd be better off focusing on creating the oppurtunity for story rather than on adding diversity to your world. Likewise, the more imaginative and inventive your setting, the more time you are going to spend in exposition just so your players will 'get it'. Especially if you aren't planning on publishing extensive source material, true inventiveness might end up being just an unwelcome distraction. You're better off having one single amazing thing, and then have the rest of the setting basically familiar and accessible.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 4372815, member: 4937"] Oh, I'm quite willing to argue that a simple and derivative setting is ideal and that complex and non-derivative settings are bad, if all you need is a contrasting point of view. The thing about a simple and derivative setting is that it would feel like it was designed to last a single campaign or single adventure. It would feel a bit disposable, and not like something that you'd want to revist alot. But, that's ok. A single memorable enjoyable campaign is doing pretty good by any homebrew setting and unless you are planning to publish the setting for a wide community the sort of detail that I just described would be absolutely wasted. In most cases, unless you love world building for world building's sake, you'd be better off focusing on creating the oppurtunity for story rather than on adding diversity to your world. Likewise, the more imaginative and inventive your setting, the more time you are going to spend in exposition just so your players will 'get it'. Especially if you aren't planning on publishing extensive source material, true inventiveness might end up being just an unwelcome distraction. You're better off having one single amazing thing, and then have the rest of the setting basically familiar and accessible. [/QUOTE]
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