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<blockquote data-quote="Mercurius" data-source="post: 7959225" data-attributes="member: 59082"><p>One more thing to add to the setting design approach. You only need to be a step or two ahead of the players. You can take your time with the larger world, and let the process be (again) organic. But as far as the actual game is concerned, a level of detail is only necessary in the region the PCs are exploring. You do have to account for them going "off the map," but not by much. If they say, "We want to go to Bigtown 100 miles away," you can put role-play those 100 miles over a session or two and then design Bigtown between sessions. If you don't have time or get stuck, just grab a city from another world and rename it. Neverwinter becomes Bigtown. (OK, not 'Bigtown' as that's a silly name, but you take my meaning).</p></blockquote><p></p>
[QUOTE="Mercurius, post: 7959225, member: 59082"] One more thing to add to the setting design approach. You only need to be a step or two ahead of the players. You can take your time with the larger world, and let the process be (again) organic. But as far as the actual game is concerned, a level of detail is only necessary in the region the PCs are exploring. You do have to account for them going "off the map," but not by much. If they say, "We want to go to Bigtown 100 miles away," you can put role-play those 100 miles over a session or two and then design Bigtown between sessions. If you don't have time or get stuck, just grab a city from another world and rename it. Neverwinter becomes Bigtown. (OK, not 'Bigtown' as that's a silly name, but you take my meaning). [/QUOTE]
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