The Campaign Builder's Guild

The Archives => Homebrews (Archived) => Topic started by: Wenin on April 25, 2007, 03:11:55 PM

Title: Questions a DM should resolve for their campaign
Post by: Wenin on April 25, 2007, 03:11:55 PM
I'm thinking that such a site as this would have a thread on this topic already have been covered, but I've been unsuccessful in locating it through the search feature.


Basically, i'm looking for a checklist of sorts. It would cover the major questions that a DM should look to have answered for their campaign world.

Examples:
How are Magic Items handled in a Buying/Selling point of view?
How does Healing magic resolve itself when healing HPs? (do they leave scars, do hitpoints = wounds, etc...)
Why is there a Common Language?  If it exists, how is it handled in the world?
How is currency in the world structured?  Will it even matter?
How is discrete spell casting handled, if it is even possible?
Are there alignments?  Are alignments relative, or concrete (ex: A slaver doesn't see themselves as evil)


Just curious if a thread exists, if not, could this be it? =)
Title: Questions a DM should resolve for their campaign
Post by: Ishmayl-Retired on April 25, 2007, 03:47:18 PM
We used to have a links section, but as it was unused, we took it down.  This was in it:

http://www.sfwa.org/writing/worldbuilding1.htm
Title: Questions a DM should resolve for their campaign
Post by: Wenin on April 25, 2007, 04:11:47 PM
Thanks!!!
Title: Questions a DM should resolve for their campaign
Post by: Seraph on February 24, 2011, 09:59:58 PM
A little foray into thread necromancy.

This obviously never really became a full thread in its own right, but I had been looking for the site Ishy linked to here, so I was excited to find it.  I thought I'd re-disseminate it, since these are good questions for us to ask, and remain relevant.
Title: Questions a DM should resolve for their campaign
Post by: Nomadic on February 24, 2011, 10:29:01 PM
Good use of a casting of Raise Thread says I.
Title: Questions a DM should resolve for their campaign
Post by: SA on February 25, 2011, 03:44:36 AM
Man, it must've been so long ago that we discussed this topic on the CBG. It's like ancient history...

Some thoughts:

For the campaign half of "campaign setting" the most important question (that is, the one the players are going to ask themselves) is "what are we supposed to be doing?" Another important question is "what kind of effect can we expect to make or are we expected to make on the setting?"

It is of course important to recognise that, typical gaming group dynamics being what they are, your players probably won't ask you those important questions. Players are shiftless unimaginative leeches so it's good to make those answers well and clear.
Title: Questions a DM should resolve for their campaign
Post by: Kindling on February 25, 2011, 06:21:37 AM
Quote from: Tempus gran-Vigintillonshiftless unimaginative leeches

I like this.
Title: Questions a DM should resolve for their campaign
Post by: LordVreeg on February 25, 2011, 08:36:24 PM
Quote from: Kindling
Quote from: Tempus gran-Vigintillonshiftless unimaginative leeches

I like this.
Most of mine are shiftless, imaginative badgers.  I say most...
Title: Questions a DM should resolve for their campaign
Post by: Seraph on February 26, 2011, 02:21:19 AM
Quote from: Vreeg's Barolo
Quote from: Kindling
Quote from: Tempus gran-Vigintillonshiftless unimaginative leeches

I like this.
Most of mine are shiftless, imaginative badgers.  I say most...
Mine are SEMI-imaginative walruses.
Title: Questions a DM should resolve for their campaign
Post by: SA on February 26, 2011, 03:56:22 AM
Don't want fully imaginative walruses. They will totally wreck your shit.

On a less vulgar and more topical note: this (http://thecbg.org/e107_plugins/forum/forum_viewtopic.php?38509.postl)