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    Worlds of Design: All in Your Mind

    I play online mostly so VTT maps are helpful. That said, there are times when they just end up being more burden than they're worth. Speedbump fights, ones that are very hard to visualize, other things that happen suddenly when I haven't had a chance to prepare are examples.
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    Worlds of Design: Grounding the Game

    I think there are ways to handle some of your issues but not all of them. Subtle differences require a map to handle, for sure. The DMG5E.2014 has suggestions for this, actually. And I can definitely attest from having played a lot of mapless D&D back in the day, we did pay attention to this...
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    Worlds of Design: Grounding the Game

    Didn't have the money for minis to start with and I didn't play with them for quite a while. I started using tactical sketch maps in the mid 90s a lot and over time added minis. Now I mostly play using a VTT, even for in person settings. Like everything else there are pros and cons to using...
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    Worlds of Design: There's a War On!

    I've used war as a background. For example in my very long-running campaign, the PCs needed to resolve a war in the homeland of one of the PCs. I usually don't make it the focus of the campaign overall, but wars can certainly make for good story arcs. They also help the world actually change...
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    World of Design: Flipping the Hourglass

    I've never seen that book. Will check it out. Yeah I usually want a bit more than that, though I do reuse cool maps, rotate them, drop obstacles, terrain features, etc. A big dungeon can be really great in this context, too, because they're essentially a limited area sandbox. I also don't mind...
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    World of Design: Flipping the Hourglass

    So I don't die under prep burden I give PCs freedom of selection of a few choices and ask about what choice they want and prep that. I usually have a rough idea of what's in the other directions in case they decide to check out an option and then go with a different one. This is super important...
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    World of Design: Flipping the Hourglass

    For an RPG I think a good bit of that is necessary to be able to adapt to PC actions. Too much top down is going to push towards the railroad.
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    World of Design: Flipping the Hourglass

    I tend to have some big design principles and then fill in specific details as needed, so a mixture. One thing I tend to do is fill in details based on expressed player interest, either in character or out of character. If the players keep talking about a specific region or a specific person...
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    RPG Evolution: You Go First

    This seems like an ideal time for a check of some sort, e.g., Survival (or whatever parallel skill there is) to see how scattered the party has gotten. It also means that a wilderness skilled character like a ranger in 5E has an opportunity to be valuable. 100%.
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    RPG Evolution: You Go First

    Good point. I think I'd probably plan for those monsters to show up at points where a fixed marching order would be required, e.g., where things narrow or at a river crossing. That helps break up the party and makes weaker characters have to deal with the problem and give the ambush predators a...
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    Worlds of Design: When the Clock's Ticking

    I've done this, too. If someone's dithering they get moved down in the initiative. Nobody loses a turn but the game gets moved on.
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    Worlds of Design: When the Clock's Ticking

    Very important issue. The 5 minute adventuring day issue has been around for a long time in D&D. In the old days one consequence of random encounters was to get the PCs to hustle up but as they've gone out of fashion the 5 minute work day has gotten worse.
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    Worlds of Design: When the Clock's Ticking

    Long turns are the bane of many a game, especially long combat turns. My turns tend to be on the shorter side but I have played with people who are legendary for long turns. Everyone else starts messing with phones, doodling, heading to the kitchen for a drink, the bathroom to get rid of the...
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    Worlds of Design: Life in the Big City

    Yes, and aqueducts are a thing, too. Adding to what you just said one really big issue that people are overlooking with the "but it's not realistic, bruh" argument is that in a fantasy world there might well be reasons for a city to be in an area that otherwise seems to make no sense...
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    Worlds of Design: Life in the Big City

    That's true, though I think it's important to remember that having a true to life simulation of a real world is probably overkill for most people. The idea is to have a feeling of verisimilitude that keeps the players invested. So Shelzar being the big trade emporium might be enough to tell good...
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    Worlds of Design: Life in the Big City

    Good points! One big reason is that water transport is cheaper than land transport and was vastly cheaper before the railroad. Australia's main cities---Brisbane, Melbourne, Adelaide, Sydney, Perth, Darwin, Cairns, Townsville---are ports. I believe the only main exception is Canberra, which is...
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    Worlds of Design: Life in the Big City

    And thus LOTS of opportunities for bizarro dungeons that you can get at from the sewers! Things can get really strange the further down you go. Michael Moorcock's Gloriana has a bunch of gorgeous ideas for an alternate Elizabethan London with crazy dungeons under the sprawling palace.
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    Worlds of Design: The Great Divide

    Oh yeah, I'm running "Return to the Tomb of Horrors" (with some editing to fit my campaign world) and the maps have... issues. LOL! Perfect!
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    Worlds of Design: The Great Divide

    There was an article many years ago by Dave Noonan called "Proud Nails" talking about aspects of the system that kind of stick out. He had some nice examples, such as the size of horses leading to a riding party taking up something like 50'. I think falling damage in D&D has been one of those...
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    Worlds of Design: The Great Divide

    Yeah falling in D&D can be really problematic. Jumping down 40' might feel heroic and could be described well to make it feel cool, but too far and it starts getting silly: A 200' fall damage of 20D6 seems like a lot of damage but it's average is only 70. My current PC, a 9th level Warlock with...
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