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<blockquote data-quote="ExploderWizard" data-source="post: 5048587" data-attributes="member: 66434"><p>The physical dimensions of the playing area are of less importance than the scope of player driven opportunities for activities within the game.</p><p> </p><p>In order to not overprep, or be at a loss when the players want to free-range across the map just detail the area the PC's start in first. This will be the area with the most readily apparent opportunities for the players. Think about areas beyond only in the most basic ways. </p><p> </p><p>1)Get a rough idea about the geographical features surrounding the start area. Don't worry about placing things on a smaller scale until needed. </p><p> </p><p>2) Think about the starting area you have detailed and the civilization of that area. Do they import/export anything? To/from where? Sketchy notes at best are all that is needed. </p><p> </p><p>3) Have an idea or two regarding what types of creatures live in the adjoining areas. The geography stuff along with a bestiary of some type would suffice for a sensible range of possible encounters for explorers. </p><p> </p><p>4) As you get farther out the notes/ideas can get more vague and mutable. </p><p> </p><p>With this model you are laying down multiple circles of definition that keep increasing in size as you step back. </p><p> </p><p>This way the amount of detailed prep stays as small or large as you like and the players can roam freely.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 5048587, member: 66434"] The physical dimensions of the playing area are of less importance than the scope of player driven opportunities for activities within the game. In order to not overprep, or be at a loss when the players want to free-range across the map just detail the area the PC's start in first. This will be the area with the most readily apparent opportunities for the players. Think about areas beyond only in the most basic ways. 1)Get a rough idea about the geographical features surrounding the start area. Don't worry about placing things on a smaller scale until needed. 2) Think about the starting area you have detailed and the civilization of that area. Do they import/export anything? To/from where? Sketchy notes at best are all that is needed. 3) Have an idea or two regarding what types of creatures live in the adjoining areas. The geography stuff along with a bestiary of some type would suffice for a sensible range of possible encounters for explorers. 4) As you get farther out the notes/ideas can get more vague and mutable. With this model you are laying down multiple circles of definition that keep increasing in size as you step back. This way the amount of detailed prep stays as small or large as you like and the players can roam freely. [/QUOTE]
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