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	<title>Comments on: Modular Campaign Settings: Creating a Versatile, Reusable World</title>
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	<link>http://www.gnomestew.com/gming-advice/modular-campaign-settings-creating-a-versatile-world</link>
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		<title>By: Old Man</title>
		<link>http://www.gnomestew.com/gming-advice/modular-campaign-settings-creating-a-versatile-world/comment-page-1#comment-5353</link>
		<dc:creator>Old Man</dc:creator>
		<pubDate>Thu, 23 Apr 2009 02:02:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3076#comment-5353</guid>
		<description>Hi all,

Like Doc, I am still working with the original game world I developed in 1987. My current (PBEM) game is set about 20 years later that my first (Face to Face) games. The new campaign involves basically a second generation of adventurers (some related to the first). And basically a fair chunk is a swipe from various sources (Harn, Lord of the Rings, Greyhawk, etc.) and the rest original.

Regards,
Old Man&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5353&#039;,&#039;Old Man&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Hi all,</p>
<p>Like Doc, I am still working with the original game world I developed in 1987. My current (PBEM) game is set about 20 years later that my first (Face to Face) games. The new campaign involves basically a second generation of adventurers (some related to the first). And basically a fair chunk is a swipe from various sources (Harn, Lord of the Rings, Greyhawk, etc.) and the rest original.</p>
<p>Regards,<br />
Old Man
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		<title>By: DocRyder</title>
		<link>http://www.gnomestew.com/gming-advice/modular-campaign-settings-creating-a-versatile-world/comment-page-1#comment-5287</link>
		<dc:creator>DocRyder</dc:creator>
		<pubDate>Sat, 18 Apr 2009 06:16:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3076#comment-5287</guid>
		<description>I&#039;ve always kept my world building notes and reused things regularly. The 4E campaign I&#039;m currently developing is a modified version of a world I was building about 5 or 6 years ago and set aside to work on something else. I&#039;m an artist, and most artists I know keep swipe files: accumulations of either our own old stuff, or stuff we see in other places that strikes our fancy and inspires us to steal the idea... :-)&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5287&#039;,&#039;DocRyder&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I&#8217;ve always kept my world building notes and reused things regularly. The 4E campaign I&#8217;m currently developing is a modified version of a world I was building about 5 or 6 years ago and set aside to work on something else. I&#8217;m an artist, and most artists I know keep swipe files: accumulations of either our own old stuff, or stuff we see in other places that strikes our fancy and inspires us to steal the idea&#8230; <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' />
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		<title>By: Martin Ralya</title>
		<link>http://www.gnomestew.com/gming-advice/modular-campaign-settings-creating-a-versatile-world/comment-page-1#comment-5284</link>
		<dc:creator>Martin Ralya</dc:creator>
		<pubDate>Sat, 18 Apr 2009 01:49:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3076#comment-5284</guid>
		<description>&lt;a href=&#039;#comment-5199&#039; rel=&quot;nofollow&quot;&gt;@TheVengefulKoala&lt;/a&gt; - Welcome aboard. :-)

&lt;a href=&#039;#comment-5200&#039; rel=&quot;nofollow&quot;&gt;@baz king&lt;/a&gt; - We just had a baby, so for me these days it comes down to &quot;Worry less about little stuff, spend my limited time on the important stuff.&quot; This philosophy is an outgrowth of that -- I&#039;m glad it works for you!

&lt;a href=&#039;#comment-5204&#039; rel=&quot;nofollow&quot;&gt;@DarknessLord&lt;/a&gt; - Given the differences in approach between BW and D&amp;D, I suspect you&#039;d develop your world in some surprising directions after making that transaction -- regardless of which direction you went. That sounds like fun.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5284&#039;,&#039;Martin Ralya&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-5199' rel="nofollow">@TheVengefulKoala</a> &#8211; Welcome aboard. <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
<p><a href='#comment-5200' rel="nofollow">@baz king</a> &#8211; We just had a baby, so for me these days it comes down to &#8220;Worry less about little stuff, spend my limited time on the important stuff.&#8221; This philosophy is an outgrowth of that &#8212; I&#8217;m glad it works for you!</p>
<p><a href='#comment-5204' rel="nofollow">@DarknessLord</a> &#8211; Given the differences in approach between BW and D&#038;D, I suspect you&#8217;d develop your world in some surprising directions after making that transaction &#8212; regardless of which direction you went. That sounds like fun.
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		<title>By: Ostof</title>
		<link>http://www.gnomestew.com/gming-advice/modular-campaign-settings-creating-a-versatile-world/comment-page-1#comment-5205</link>
		<dc:creator>Ostof</dc:creator>
		<pubDate>Mon, 13 Apr 2009 22:53:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3076#comment-5205</guid>
		<description>This is exactly the approach the &quot;CityBook&quot; series from Flying Buffalo used several years ago - a system agnostic (but with translatable descriptions, and a guide to help you tailor the descriptions to you particular system) collection of genre specific (Fantasy, in the case of this series) encounters/establishments/figures that you could plug and play into any genre appropriate game or, with very little tweaking, into a the game of another genre.  I&#039;ve used several of the establishments in a Champions game I&#039;ve been running, and all I needed to do was update the information to reflect a contemporary world.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5205&#039;,&#039;Ostof&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>This is exactly the approach the &#8220;CityBook&#8221; series from Flying Buffalo used several years ago &#8211; a system agnostic (but with translatable descriptions, and a guide to help you tailor the descriptions to you particular system) collection of genre specific (Fantasy, in the case of this series) encounters/establishments/figures that you could plug and play into any genre appropriate game or, with very little tweaking, into a the game of another genre.  I&#8217;ve used several of the establishments in a Champions game I&#8217;ve been running, and all I needed to do was update the information to reflect a contemporary world.
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		<title>By: DarknessLord</title>
		<link>http://www.gnomestew.com/gming-advice/modular-campaign-settings-creating-a-versatile-world/comment-page-1#comment-5204</link>
		<dc:creator>DarknessLord</dc:creator>
		<pubDate>Mon, 13 Apr 2009 20:14:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3076#comment-5204</guid>
		<description>Interesting, I think I may try this method once my current campaign is done, as my current custom setting is fun but it really wasn&#039;t made to stand up after the campaign it was designed for reaches it&#039;s conclusion. 

I never really thought about the whole not system specific aspect, even if I did let a player run a MAID game in the same canon as my current campaign. XD  But the idea of running a full, say, Burning Wheel, game in the same world that your last D&amp;D game took place in, would have stuck me as ridiculous up till this point, but it seems like an interesting idea...&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5204&#039;,&#039;DarknessLord&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Interesting, I think I may try this method once my current campaign is done, as my current custom setting is fun but it really wasn&#8217;t made to stand up after the campaign it was designed for reaches it&#8217;s conclusion. </p>
<p>I never really thought about the whole not system specific aspect, even if I did let a player run a MAID game in the same canon as my current campaign. XD  But the idea of running a full, say, Burning Wheel, game in the same world that your last D&amp;D game took place in, would have stuck me as ridiculous up till this point, but it seems like an interesting idea&#8230;
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		<title>By: Sarlax</title>
		<link>http://www.gnomestew.com/gming-advice/modular-campaign-settings-creating-a-versatile-world/comment-page-1#comment-5202</link>
		<dc:creator>Sarlax</dc:creator>
		<pubDate>Mon, 13 Apr 2009 16:32:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3076#comment-5202</guid>
		<description>This is how I build a lot of my settings. Rather than using the old-school concentric approach (starting in a single area and then expanding outward over time) or top-down approach (beginning with a grand vision of the world and slowing zooming into to create details), I get a generic idea of what I want to do in an upcoming game and start making locations, NPCs, and organizations. 

As noted, prep-time isn&#039;t wasted because elements can always come into play later on. It&#039;s also easy to juryrig your elements to be used as needed. Maybe you&#039;ve written up a dirty cop you want the players to have to have a sit down with - but they bypass the cops and go to the FBI. No problem - now he&#039;s an FBI agent. Making the change can be seamless because you haven&#039;t stitched the NPC into the rest of the background too much.

I do wonder how the modular method gets passed the hodge-podge trap, though. If you&#039;re creating elements as they grab you, what has changed? More broadly, is there a way to create modular elements independently and at-will, but make sure that, when placed, they connect in an internally-consistent way?&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5202&#039;,&#039;Sarlax&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>This is how I build a lot of my settings. Rather than using the old-school concentric approach (starting in a single area and then expanding outward over time) or top-down approach (beginning with a grand vision of the world and slowing zooming into to create details), I get a generic idea of what I want to do in an upcoming game and start making locations, NPCs, and organizations. </p>
<p>As noted, prep-time isn&#8217;t wasted because elements can always come into play later on. It&#8217;s also easy to juryrig your elements to be used as needed. Maybe you&#8217;ve written up a dirty cop you want the players to have to have a sit down with &#8211; but they bypass the cops and go to the FBI. No problem &#8211; now he&#8217;s an FBI agent. Making the change can be seamless because you haven&#8217;t stitched the NPC into the rest of the background too much.</p>
<p>I do wonder how the modular method gets passed the hodge-podge trap, though. If you&#8217;re creating elements as they grab you, what has changed? More broadly, is there a way to create modular elements independently and at-will, but make sure that, when placed, they connect in an internally-consistent way?
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		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/gming-advice/modular-campaign-settings-creating-a-versatile-world/comment-page-1#comment-5201</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Mon, 13 Apr 2009 16:31:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3076#comment-5201</guid>
		<description>Back when I did more homebrewed world building, my passion was always the grand sweep of things. You know, a thousand years of fictional histories [between nations] and their interactions, rainfall patterns over the continent, etc. I don&#039;t think this would scratch that itch.

On the other hand, I gave up on those sweeping worlds because so often only I would care about any of the history or other details. This approach is much less time consuming and much more practical.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5201&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Back when I did more homebrewed world building, my passion was always the grand sweep of things. You know, a thousand years of fictional histories [between nations] and their interactions, rainfall patterns over the continent, etc. I don&#8217;t think this would scratch that itch.</p>
<p>On the other hand, I gave up on those sweeping worlds because so often only I would care about any of the history or other details. This approach is much less time consuming and much more practical.
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		<title>By: baz king</title>
		<link>http://www.gnomestew.com/gming-advice/modular-campaign-settings-creating-a-versatile-world/comment-page-1#comment-5200</link>
		<dc:creator>baz king</dc:creator>
		<pubDate>Mon, 13 Apr 2009 14:58:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3076#comment-5200</guid>
		<description>I&#039;m in very much the same place as yourself. I put all my time into the game I&#039;ve got at my table today rather than the campaign I might publish tomorrow.
I&#039;m just starting my own world this week, after 30 years GMing. You&#039;d think it would be easy, it&#039;s not! This article helps me a lot, so thanks!&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5200&#039;,&#039;baz king&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I&#8217;m in very much the same place as yourself. I put all my time into the game I&#8217;ve got at my table today rather than the campaign I might publish tomorrow.<br />
I&#8217;m just starting my own world this week, after 30 years GMing. You&#8217;d think it would be easy, it&#8217;s not! This article helps me a lot, so thanks!
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		<title>By: TheVengefulKoala</title>
		<link>http://www.gnomestew.com/gming-advice/modular-campaign-settings-creating-a-versatile-world/comment-page-1#comment-5199</link>
		<dc:creator>TheVengefulKoala</dc:creator>
		<pubDate>Mon, 13 Apr 2009 09:59:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3076#comment-5199</guid>
		<description>Whoo! First comment!

Sorry. Newbie here, so I kinda get excited easily.

I make homebrew settings on a regular basis, and I&#039;m also working on one right now, in fact. I agree with a large chunk of what you wrote here...Okay, pretty much all of it. Perhaps it&#039;s just my GM style, but I prefer to do pretty much the same thing: create homebrew settings that, while I might&#039;ve designed them for one system, they can be easily transported to another system with a minimum of work. They&#039;re also (usually) genre-neutral, easily usable with any kind of story.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5199&#039;,&#039;TheVengefulKoala&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Whoo! First comment!</p>
<p>Sorry. Newbie here, so I kinda get excited easily.</p>
<p>I make homebrew settings on a regular basis, and I&#8217;m also working on one right now, in fact. I agree with a large chunk of what you wrote here&#8230;Okay, pretty much all of it. Perhaps it&#8217;s just my GM style, but I prefer to do pretty much the same thing: create homebrew settings that, while I might&#8217;ve designed them for one system, they can be easily transported to another system with a minimum of work. They&#8217;re also (usually) genre-neutral, easily usable with any kind of story.
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