The classic D&D campaign setup is pretty cunning.
Players start in an area with a dungeon and a nearby "home base" (whether a little village such as Blackmoor or a great city such as Greyhawk). The surrounding region is mostly wilderness, mysterious to the players until explored. Indeed, it can be detailed "on the fly" if need be -- the Outdoor Survival board being recommended in the original set as a makeshift map for such impromptu expeditions.
Many DMs make the danger of the monster-infested wilderness more manageable (and more realistic) by dividing it into areas more or less risky in analogy with dungeon levels. The further one gets from settlements, the greater the danger (bearing in mind the likelihood of the settlements having survived in the first place).
However, the rewards of wilderness expeditions tend not (at least for low-level characters) to be as attractive relative to risk as plundering the dungeon. Likewise, the peril of venturing too deep into the underworld means that only a bit need be worked up at first.
One can really "go to town" on going to town, because the places and people there are pretty certain to see a lot of reuse. Relationships made there can be springboards for countless adventures, including those that expand the focus to the wider world.
It is in my opinion a brilliant scheme, requiring little labor to set up and well suited to gradual elaboration.
Players start in an area with a dungeon and a nearby "home base" (whether a little village such as Blackmoor or a great city such as Greyhawk). The surrounding region is mostly wilderness, mysterious to the players until explored. Indeed, it can be detailed "on the fly" if need be -- the Outdoor Survival board being recommended in the original set as a makeshift map for such impromptu expeditions.
Many DMs make the danger of the monster-infested wilderness more manageable (and more realistic) by dividing it into areas more or less risky in analogy with dungeon levels. The further one gets from settlements, the greater the danger (bearing in mind the likelihood of the settlements having survived in the first place).
However, the rewards of wilderness expeditions tend not (at least for low-level characters) to be as attractive relative to risk as plundering the dungeon. Likewise, the peril of venturing too deep into the underworld means that only a bit need be worked up at first.
One can really "go to town" on going to town, because the places and people there are pretty certain to see a lot of reuse. Relationships made there can be springboards for countless adventures, including those that expand the focus to the wider world.
It is in my opinion a brilliant scheme, requiring little labor to set up and well suited to gradual elaboration.