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Character Builds & Optimization
Avoiding obsession with detail, or How to Build a Campaign?
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<blockquote data-quote="Buttercup" data-source="post: 310014" data-attributes="member: 990"><p>Well, when I build a campaign world, I start with the map. You can draw one yourself, or find a map on the internet somewhere. If you do that, you want one with nothing but geographical features. So once you have your map, add a few cities. Then a few smaller towns, some ruins, some forts, and maybe a mysterious monolith, menhir or some such. Now you need a main trade road that connects all of the major cities.</p><p></p><p>You can get lots of stories from just this much detail. Is the trade road safe? Who, if anyone, patrols it? Who maintains it? Is it better in some parts than others? Why? What made those ruins? Why is that fort there? Is it meant to keep something out? Or in? Can you see an obvious migratory route for goblins, say, or some sort of wild beast? (If you can, you could always stick a walled town right in the middle of it, just for fun.) That city, the one on the seacoast? Who governs it? Are they evil or good? Are they bent on conquest? Who do they worship? And that other city, over there? Do they worship the same deity? What are they famous for? Was something invented there, or do they produce something better than anyone else?</p><p></p><p>Write all these ideas down. Then go to the Electronic Aids page on this site, and use Jamis Buck's NPC generator. Spew out a bunch of NPCs of various races, classes and levels. Tell the generator to provide you with their background and motivations. Most of what you get, you won't be able to use, but some of them will make you say, "Hmmm. This guy's afraid of goblins? So maybe he should be from that walled town right on their migratory route. They killed his parents, so he left and went to the big city. But he wants revenge, and he drinks too much. So maybe the players could meet him if they went to a certain bar...."</p><p></p><p>Do this until you get a dozen useable NPCs who have backstories just crying out to be told. Sprinkle them around your world, or drop them in at random if that works for you better.</p><p></p><p>You really don't need an over-arching plot. Does earth have one? No. Just lots of people, milling around, getting into trouble. Some go and dig up ruins for the treasure, or the knowledge. Some protect the poor and the weak, while others prey on them. Some are thrill seekers and others are homebodies. But we all have stories to tell. </p><p></p><p>If you can try to come up with a world filled with stories, the plot will take care of itself.</p></blockquote><p></p>
[QUOTE="Buttercup, post: 310014, member: 990"] Well, when I build a campaign world, I start with the map. You can draw one yourself, or find a map on the internet somewhere. If you do that, you want one with nothing but geographical features. So once you have your map, add a few cities. Then a few smaller towns, some ruins, some forts, and maybe a mysterious monolith, menhir or some such. Now you need a main trade road that connects all of the major cities. You can get lots of stories from just this much detail. Is the trade road safe? Who, if anyone, patrols it? Who maintains it? Is it better in some parts than others? Why? What made those ruins? Why is that fort there? Is it meant to keep something out? Or in? Can you see an obvious migratory route for goblins, say, or some sort of wild beast? (If you can, you could always stick a walled town right in the middle of it, just for fun.) That city, the one on the seacoast? Who governs it? Are they evil or good? Are they bent on conquest? Who do they worship? And that other city, over there? Do they worship the same deity? What are they famous for? Was something invented there, or do they produce something better than anyone else? Write all these ideas down. Then go to the Electronic Aids page on this site, and use Jamis Buck's NPC generator. Spew out a bunch of NPCs of various races, classes and levels. Tell the generator to provide you with their background and motivations. Most of what you get, you won't be able to use, but some of them will make you say, "Hmmm. This guy's afraid of goblins? So maybe he should be from that walled town right on their migratory route. They killed his parents, so he left and went to the big city. But he wants revenge, and he drinks too much. So maybe the players could meet him if they went to a certain bar...." Do this until you get a dozen useable NPCs who have backstories just crying out to be told. Sprinkle them around your world, or drop them in at random if that works for you better. You really don't need an over-arching plot. Does earth have one? No. Just lots of people, milling around, getting into trouble. Some go and dig up ruins for the treasure, or the knowledge. Some protect the poor and the weak, while others prey on them. Some are thrill seekers and others are homebodies. But we all have stories to tell. If you can try to come up with a world filled with stories, the plot will take care of itself. [/QUOTE]
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