| Post/Author/DateTime | Post |
|---|---|
| #1lolthworshiperAug 06, 2009 9:30:01 | I have had various ideas for campaign settings and worlds for some time now. I was wondering...What needs to be included in a campaign setting? I have made a list of somethings that I think need to be included...Tell me what you think and post anything that you would include. Here is the list: 1. Deities 2. Geography: To include..a world map, info on specific features, etc. 3. History: Important events, Timelines, etc. 4. Characters: Races that are allowed, classes and any changes to them, etc. 5. The Planes: Info on the planes some other points: how magic works, technology, cultures, commerce, calendar, holidays, organizations, monsters and any changes to them... Let me know if you would add anything. Thanks |
| #2howwwwlAug 06, 2009 9:44:41 | I think for the most part you have everything covered. Many things can be generated as you need it like: 1) Weather (could be included in Geography) 2) Towns/Cities 3) Natural Disasters 4) Leaders/Important NPCs |
| #3princeofshapeirAug 06, 2009 9:47:51 | you could add 'theme' Ravenloft has an horror theme forgotten realms has the medieval fantastic theme rokugan has the feodal japanese theme I find adding a theme adds flavor to the campain You should have a good history behind the setting but do not let the players know all of it (it should not be necessary to read 100 pages to understand the history of the setting) I created a setting once and I found it useful to print images of fantasy characters for the important characters. give them nicknames (it's easyer to remember the fat guy as fat tony, or the huge warrior as lord Krall, the warrior who cleaved a troll in 2 with his flaming greataxe). cool nicknames with cool background stories make stories more exiting and interesting... |
| #4pbnAug 06, 2009 14:32:53 | It depends - is this an independent project, or specific to a campaign group? If the former - I agree with the previous poster - first set your theme! The theme will effect EVERYTHING else that you do. From Deities down to village politics. Otherwise the list is complete - although, as another prior poster mentioned, there are subdivisins for each - especially with regards to religion, politics, economies. If the latter, I would suggest your first step to get a feel for your party's PPs and EDs and build the campaign around those. edited: grammar |
| #5Seeker95Aug 06, 2009 20:35:08 | I would suggest (perhaps even recommend) getting either the Forgotten Realms or Eberron Campaign Setting supplement (and NOT the Player's Guide) and using that as a template for building out your own world. |
| #6AttilatheNunAug 06, 2009 23:30:11 | While the FRCG and ECG are good examples of worlds specifically built to be D&D campaign settings, and certainly both interesting settings, I don't think it's really necessary to go to them for examples. If you're interested enough in fantasy to play D&D and even build an entire campaign setting, you probably have read at least a few and quite possibly more than a few fantasy novels/seen fantasy movies/read fantasy short stories/etc. Take a look at some of them, and think about what exactly it was you enjoyed about those worlds. What was it about the places they were set that made you want to hurry up and get to the next page already to see what was around the corner or over the horizon? Once you've figured that out, try to incorporate some of those elements into your campaign setting. I don't mean make your setting a mishmash of a bunch of different authors' works (though if you're strapped for ideas, it's certainly okay to steal a character here or a city there,) but rather look more at the feel of the places that so intrigued you. Build your setting on that, and chances are it'll turn out just fine. |
| #7sigil_beguilerAug 06, 2009 23:40:24 | For building a setting I usually like to define:
Then I go from there, and base what I write-about in keeping with those. I concentrate mostly on what the Players/PCs will see, not so much history and such. So what are living conditions like, how are different races treated, what are common phrases, etc. Make the setting feel alive and that the PCs can be coloured by it. I view history like why a race is persecuted or some such less important since it isn't in the now, and thus the history of it doesn't influence the PCs as much as the current events. I find too that by concentrating on feel and colouring the setting you have more room to expand both you the DM and the Players. They can bring in their own elements and you can think stuff up later without being trapped by history. Same goes with the world in-general I find. I usually only flesh out the main starting/focus area of the campaign setting and just build a framework for the rest of the setting, the framework based around themes and feel. Thus I the DM or Players can add as they progress outward. |
| #8twinbahamutAug 07, 2009 0:19:16 | I have had various ideas for campaign settings and worlds for some time now. I was wondering...What needs to be included in a campaign setting? I have made a list of somethings that I think need to be included...Tell me what you think and post anything that you would include. Here is the list: You know, I think everything you put on that list is fairly secondary to something far more important. The most important thing any campaign setting needs is a reason for adventurers to exist, and a style of adventure that it emphasizes strongly. Most other elements are merely a means to this end. For example, Eberron accomplishes this through at least two major methods. First, it sets up unstable political situations that invite intrigue and allow DMs to easily come up with scenarios involving enigmatic patrons, mysterious organizations with hidden motives, and complex political ramifications. Second, Eberron provides large numbers of ancient ruins and places of adventure and exploration, and provides easy access to these places using advanced modes of transport, allowing world-hopping adventures to exotic places filled with lost treasures. This combination makes it easy to create fun adventures that are memorable and distinct to the setting. In order to create a fun and memorable campaign setting, you really need to give the whole setting a strong "hook" just like Eberron does, and then build the rest of the setting to complement that "hook". I know how easy it is to focus on other elements in a campaign setting, but the basic "adventuring theme" for the setting is far and away the most important thing, since it is the only thing you can actually base a campaign on. I've wasted a lot of time making settings that have complex nations and unique cosmologies, but are utterly unplayable as actual settings for a campaign, and I hope others can avoid that mistake. |