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<blockquote data-quote="Mad_Jack" data-source="post: 9074872" data-attributes="member: 6750306"><p>I grew up in semi-rural New England - The local landscape, local history (particularly the whaling days) and local tales of ghosts, witchcraft and the occult have all made their way into my games to various degrees over the years.</p><p>On a more general note, I'm kind of a minor history buff, so a lot of both ancient and slightly more modern historical events from all over the world, as well as different cultural mythologies, have inspired characters, places and plotlines.</p><p></p><p>I'm also interested in psychology, sociology, anthropology and archaeology, and exploring various elements of human experience (both individual and societal) tends to drive a lot of the choices I make for my plotlines and characters.</p><p></p><p>A great deal of my creative ideas and lore for my games starts out as "what if?" thought experiments - I'll propose a set of parameters and then extrapolate what would logically happen in those circumstances, or take a fully formed creative element and reverse-engineer it by asking myself, how (i.e., under what circumstances) would that particular thing arise given the fiction that I've already established... How does the geology of an area determine what sort of society arises there? If I need a nation that worships an evil god to be the bad guys, how did that nation come to worship that god?</p><p>My current Dungeon 23 project started out like that - I used the D23 project to motivate me to flesh out a basic adventure idea I had (an earthquake suddenly reveals the ruins of a lost Dwarven settlement in a nearby swamp). Instead of just drawing a simple dungeon map like the project was intended to be, I've now got a brand-new world, with parts of five of the sixteen continents sketched out, and vague notes on over 50,000 years of its history, lol. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite11" alt=":rolleyes:" title="Roll eyes :rolleyes:" loading="lazy" data-shortname=":rolleyes:" /></p></blockquote><p></p>
[QUOTE="Mad_Jack, post: 9074872, member: 6750306"] I grew up in semi-rural New England - The local landscape, local history (particularly the whaling days) and local tales of ghosts, witchcraft and the occult have all made their way into my games to various degrees over the years. On a more general note, I'm kind of a minor history buff, so a lot of both ancient and slightly more modern historical events from all over the world, as well as different cultural mythologies, have inspired characters, places and plotlines. I'm also interested in psychology, sociology, anthropology and archaeology, and exploring various elements of human experience (both individual and societal) tends to drive a lot of the choices I make for my plotlines and characters. A great deal of my creative ideas and lore for my games starts out as "what if?" thought experiments - I'll propose a set of parameters and then extrapolate what would logically happen in those circumstances, or take a fully formed creative element and reverse-engineer it by asking myself, how (i.e., under what circumstances) would that particular thing arise given the fiction that I've already established... How does the geology of an area determine what sort of society arises there? If I need a nation that worships an evil god to be the bad guys, how did that nation come to worship that god? My current Dungeon 23 project started out like that - I used the D23 project to motivate me to flesh out a basic adventure idea I had (an earthquake suddenly reveals the ruins of a lost Dwarven settlement in a nearby swamp). Instead of just drawing a simple dungeon map like the project was intended to be, I've now got a brand-new world, with parts of five of the sixteen continents sketched out, and vague notes on over 50,000 years of its history, lol. :rolleyes: [/QUOTE]
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