
Originally Posted by
Bansheguy
I guess my approach is different from everyone else's here. I used an inside-out approach.
I spent a number of years using Greyhawk and other settings, and while good, they had me asking questions they could not answer. So I spent time thinking about those things, and finally came up with some answers. I then started to build a new setting around my answers.
From there I did things from the top down. I created several planets, each with their own topographies and environments. And for the primary planet, I created a "known world" area, and many "unknown" areas. I then added plot elements in a descending scale. and tied everything together with a central starting point.
Games always start in and around this point. But from there the players are free to choose for themselves where to go and what to do. And as they explore different areas, those areas get more fleshed out, which creates more plots and sub plots for the future. Many of the plots and sub plots have their own time lines, where things will happen even if the players are not involved in them, and those things can affect the players in the future.
Most of the time it would seem like a pretty normal D&D world. But if players dig a bit, they can find some unusual things. One unusual thing is right on the surface tho.
I never liked how campaigns always matched threats to the players. First level characters would never run into high level threats. That always struck me as totally unreal. In the real world, it is very possible for a person walking down an alley at night to run into people they would never be able to defeat. I made my world to be the same way. There are some areas, where low level characters could easily run into very high level threats. So sometimes running or bending over backward to avoid a fight is the best thing to do. A player sure wont last long if they go around trying to attack everything in sight. So in my setting there are some very real threats the players cant beat, and that gives it a bit of realistic tension that other settings lack. That person in the tavern that the thief is thinking of pick-pocketing, might be just a normal merchant, or they might be a 20th level adventurer, so the thief really needs to think about whether or not they want to try it.
Bookmarks