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An Epiphany -- My new Fave thing about 4E
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<blockquote data-quote="ThirdWizard" data-source="post: 4728613" data-attributes="member: 12037"><p>I'm gonna do a self plug here. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>This is something like what I write about a while back on my <a href="http://www.enworld.org/forum/blogs/thirdwizard/97-chekhov-s-setting.html" target="_blank">blog</a>. (Was originally Gleemax, but copied to ENWorld).</p><p></p><p>TL/DR:</p><p>I designed my current campaign as sort of an "adventure site" campaign setting in which every area specifically had some potential for PC interaction. I called it "adventure up" as a play on "bottom up" and "top up" design practices.</p><p></p><p>It has worked very well, I think. I've found that most of my original ideas have gone unused, especially as the PCs go in strange ways that I didn't expect. But, even though I'm not using the setting elements exactly how I planned, the fact that places, people, and so on have an adventure dynamic in their design means that the world "plays" well with the PCs.</p><p></p><p>I would say that the fact that you're thinking about adventure/story suitability of campaign elements is more important than following through on those elements, from my own experience. It makes a world interesting to interact with, not just observe. And, the more time you spend working on these elements, the more fun these interactions become and the more your PCs feel like part of the world.</p></blockquote><p></p>
[QUOTE="ThirdWizard, post: 4728613, member: 12037"] I'm gonna do a self plug here. :) This is something like what I write about a while back on my [url=http://www.enworld.org/forum/blogs/thirdwizard/97-chekhov-s-setting.html]blog[/url]. (Was originally Gleemax, but copied to ENWorld). TL/DR: I designed my current campaign as sort of an "adventure site" campaign setting in which every area specifically had some potential for PC interaction. I called it "adventure up" as a play on "bottom up" and "top up" design practices. It has worked very well, I think. I've found that most of my original ideas have gone unused, especially as the PCs go in strange ways that I didn't expect. But, even though I'm not using the setting elements exactly how I planned, the fact that places, people, and so on have an adventure dynamic in their design means that the world "plays" well with the PCs. I would say that the fact that you're thinking about adventure/story suitability of campaign elements is more important than following through on those elements, from my own experience. It makes a world interesting to interact with, not just observe. And, the more time you spend working on these elements, the more fun these interactions become and the more your PCs feel like part of the world. [/QUOTE]
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An Epiphany -- My new Fave thing about 4E
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