I'm making myself a module at the moment, with a starting city, various interiors and three starting quests so far. The city/town is a port thats faces open water 1/3 of the map, 1/3 of it is surrounded by mountain and the other 1/3 is forest. I have given my city/town a name and also made mention of nearby cities that I made up.
My question is this:
Should I avoid trying to insert my city somewhere into the world of Faerun? Because to be honest, other than playing d&d computer games, I dont know much about the world. Although I have a map of it I got off google.
What are your thoughts?
Would die hard fans get angry if I did this or doesn't anyone really care?
cheers for your reply :happy:
Should I 'force' my city/town into the world of faerun?
Débuté par
dickel
, févr. 01 2011 09:09
#1
Posté 01 février 2011 - 09:09
#2
Posté 01 février 2011 - 09:37
The setting doesn't really matter. Do whatever you prefer.
#3
Posté 01 février 2011 - 10:31
I say go for a custom setting. if you do not know much about the setting it might be better. you|ll save time in having to reasearch the world and you have better freedom in shaping your adventure.
thats how I see it anyways
thats how I see it anyways
#4
Posté 01 février 2011 - 10:51
dickel wrote...
Should I avoid trying to insert my city somewhere into the world of Faerun? Because to be honest, other than playing d&d computer games, I dont know much about the world. Although I have a map of it I got off google.
What are your thoughts?
Would die hard fans get angry if I did this or doesn't anyone really care?
I wouldn't care. It's kinda different to add something than change something, like if you made a city that's situated where Neverwinter is supposed to be and pretended that's how it's always been I might be bothered. If you add it to some empty spot on the map I can just treat it as a place I hadn't heard of before, I doubt anyone's gonna google up the map and send you hatemail because there's officially nothing there. Many modules have done this, so I'd suggest going with Faerun if you want to.
#5
Posté 01 février 2011 - 12:57
This. There are modules with a different setting already, so it shouldn't be a problem.Haplose wrote...
The setting doesn't really matter. Do whatever you prefer.
#6
Posté 01 février 2011 - 01:14
Yes.
#7
Guest_Chaos Wielder_*
Posté 01 février 2011 - 02:14
Guest_Chaos Wielder_*
There would be a few die hard fans who would get mad, but you can't aim to please everyone. Make what you want. You'd spend more time learning about the world of D&D rather than making your own world. And, really, that seems a bit silly.
#8
Posté 01 février 2011 - 02:22
knock yourself out I dont care lots a space on teh map to rise and fall of a town
Modifié par steelfire_dragon, 01 février 2011 - 02:23 .
#9
Posté 01 février 2011 - 02:41
I would say do not feel restricted by having to fit your location into someone else's world. I like the setting but have no issues playing mods outside of it.
#10
Posté 01 février 2011 - 02:41
I don't create any of my adventure ideas in Faerun (the Forgotten Realms or otherwise) and I don't think you should worry about it one little bit. If you think it'll "sell" better by being in the FR, great. If you don't want to expend the extra effort, don't. What's really going to matter is: Is the module fun and playable in it's own right? All the rest of the stuff is all filler and no killer in my view -- and I'm a detail oriented freaky perfectionist.
dunniteowl
dunniteowl
#11
Posté 01 février 2011 - 03:44
D&D is not Faerun. No good reason to restrict your setting at all.
#12
Posté 01 février 2011 - 04:46
As one of those brainwashed Forgotten Realms diehards I would say that it is better to use a custom setting than randomly placing the "FR" tag on the module and having it feel completely unconnected to the world.
I'm much more likely to try your module if it is FR, but I am much less likely to finish it if it feels like a PR gimmick.
I'm much more likely to try your module if it is FR, but I am much less likely to finish it if it feels like a PR gimmick.
#13
Posté 01 février 2011 - 06:19
Nope, just make it awesome.
#14
Posté 01 février 2011 - 06:35
Is religion important in your module?
I mean, if you use Tyr as your local deity, and make this an agriculture deity, this may throw people playing off.
Otherwise, just make a good adventure; that should be enough (certainly the time involved is a considerable commitment regardless).
I mean, if you use Tyr as your local deity, and make this an agriculture deity, this may throw people playing off.
Otherwise, just make a good adventure; that should be enough (certainly the time involved is a considerable commitment regardless).
#15
Posté 01 février 2011 - 07:59
If your locale and current content reside so far in some generic fantasy limbo, my opinion would be to make it Faerunian unless there are specific items of lore or other things which are essential to you and wouldn't flow even with a bit of creative wriggling (and there's a lot of wriggle room).
Having to ask for a bit of lore advice to fit in would beat re-scripting the pantheon, maybe part of the classes and hunting down all Faerun references in descriptions of existing items you may want to include, any day, IMHO.
Having to ask for a bit of lore advice to fit in would beat re-scripting the pantheon, maybe part of the classes and hunting down all Faerun references in descriptions of existing items you may want to include, any day, IMHO.
Modifié par Ykhare, 01 février 2011 - 08:00 .
#16
Posté 01 février 2011 - 10:59
If.. you... alter... even.... one.... thing.... I will vote 1.0 on your mod!
Just kidding. When I made The Wizard's Apprentice, I made up a city and stuck it in some nowhere backwater on the faerun map. No one complained. It helped me to give it a place. Integrating it into Faerun also makes it easier to explain why certain items with characteristically faerunian aspects show up in your mod. This saves some trouble in making custom items. Also, I find that the already existing ideas and places and stories floating around the forgotten realms and faerun help spark new ides for me sometimes.
In the end, do what makes you feel the best about your story. For me, it felt right to give it a place in faerun. If it does not feel right, you probably shouldn't do it. There are both pro's and cons associated with using existing story worlds. Best of luck and hoping to see your mod on the vault!
Just kidding. When I made The Wizard's Apprentice, I made up a city and stuck it in some nowhere backwater on the faerun map. No one complained. It helped me to give it a place. Integrating it into Faerun also makes it easier to explain why certain items with characteristically faerunian aspects show up in your mod. This saves some trouble in making custom items. Also, I find that the already existing ideas and places and stories floating around the forgotten realms and faerun help spark new ides for me sometimes.
In the end, do what makes you feel the best about your story. For me, it felt right to give it a place in faerun. If it does not feel right, you probably shouldn't do it. There are both pro's and cons associated with using existing story worlds. Best of luck and hoping to see your mod on the vault!
#17
Posté 01 février 2011 - 11:42
I don't think this is going to be an issue for you. I have done the same in my mods and I have had no comments.
Not about that anyway
It actually provides a good way of grounding the mod particulary if you tie your plot into happenings in the OC/SoZ. Players are generaly familiar with that so you don't need to create your own lore.
I would avoid tying yourself in too tightly though unless you have good reason to. I personally think it would be a mistake to try to change things greatly unless perhps on a what if basis.
In my own mod I avoided a world map for this reason. I speak of Neverwinter being close but never actually pin my areas relative to known locations.
PJ
Not about that anyway
It actually provides a good way of grounding the mod particulary if you tie your plot into happenings in the OC/SoZ. Players are generaly familiar with that so you don't need to create your own lore.
I would avoid tying yourself in too tightly though unless you have good reason to. I personally think it would be a mistake to try to change things greatly unless perhps on a what if basis.
In my own mod I avoided a world map for this reason. I speak of Neverwinter being close but never actually pin my areas relative to known locations.
PJ
Modifié par PJ156, 01 février 2011 - 11:42 .
#18
Posté 02 février 2011 - 03:25
That's awesome people, thanks for the swift replies.
Yeah, incorporating my module into faerun is what I would like to do, but as the above post mentioned I guess I don't need to make it a definable point in the world.
Anyway, this gives me something to think about, thanks.
Yeah, incorporating my module into faerun is what I would like to do, but as the above post mentioned I guess I don't need to make it a definable point in the world.
Anyway, this gives me something to think about, thanks.
#19
Posté 03 février 2011 - 12:42
I'll say in other words some of what has already been said by others: if you care for # of downloads, set your mod in FR, absolutely. But be sure to do it right (i.e. respect lore at least at the most obvious level - at least don't contradict it), or you might pay for it in lower scores. Otherwise, set in custom or non-descript setting.
I knew next to nothing about FR before making Trinity. But I studied (it did seem foolish to study fictional history, geography, politics, anthropology etc.). I enjoyed it and it payed off.
I knew next to nothing about FR before making Trinity. But I studied (it did seem foolish to study fictional history, geography, politics, anthropology etc.). I enjoyed it and it payed off.
Modifié par E.C.Patterson, 03 février 2011 - 12:43 .





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