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>write up a setting for a short campaign
>midway through I realize the the setting isn't very interesting and get bored with it
This has got me thinking, what are the most important things for writing up a campaign setting anyways?
>>
Conflict. You need conflict. Conflict makes things happen. You also need opportunity, something that player characters can gain, so that their players want to engage in some form of power fantasy.
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>>96577484
I find that pre-writing the campaign is a waste of time. Do take some time to lay out the groundwork, the basic ideas, some inciting incidents, but planning a whole campaign ahead of time is a waste of your time and your players'.
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>>96577484
with what parts of it will the players most likely interact. How will they interact with it. Will / can they interact with it in a interesting way?

Everything else is worldbuilding masturbation for your own enjoyment.
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>>96577484
>what are the most important things for writing up a campaign setting anyways?
The parts the player characters are actually going to see and be involved in. Everything else is background noise and trivia for them. They aren't going to care who's the king of the realm if you never intend them to see or meet the king at all, they'll sooner latch onto that one traveling weapons merchant one-eyed goblin from some faraway land he can't pronounce who they spoke to one single time cause at least THAT guy was selling them shit they could use.
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>>96577593
reddit opinion
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>>96578652
tik-tok user
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>>96578698
facebook boomer
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>>96578734
underage b&
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>>96578745
people born in 2007 are able to post here
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>>96577522
This. Anytime I've ever written up a locale, I try to describe major players, their motivations, and what's at stake. Alongside that is what these factions offer, and what's up for grabs due to being lost in the conflict or just not having been claimed yet at all.



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