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Best step by step campaign design advice?
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<blockquote data-quote="Shadeydm" data-source="post: 3665073" data-attributes="member: 44243"><p>The approach which I find works best for me when homebrewing is to try and stay focused on the more immediate details and how they relate to the PCs. Perhaps a better way to put it is the further out your campaign ideas are from current events or events looming just over the horizon the more vague they should be and less time you should spend working on them. For example if you game is starting at first level and there is a nation which is controlled by alboleths it doesn't really need much attention right off the bat. The evil secrets don't need the details filled in at the beginning just a simple line or two so you don't forget to forshadow and develop these things later should suffice in most instances.</p><p></p><p>If you are trying to balance out a group of nations try a flow chart with simple stuff like imports/exports and attitudes towards the other nations. But the only nation that requires any real detail is the one the PC will start out adventuring in and even then not much detail beyond the immediate starting area is initially needed. Don't get me wrong I love to crank out the homebrew fluff, but its easy to become distracted this way. </p><p></p><p>Stay focused and build out from the starting point like ripples from a stone you threw into a pond.</p><p></p><p>IMO, YMMV, Yadda yadda yadda...</p></blockquote><p></p>
[QUOTE="Shadeydm, post: 3665073, member: 44243"] The approach which I find works best for me when homebrewing is to try and stay focused on the more immediate details and how they relate to the PCs. Perhaps a better way to put it is the further out your campaign ideas are from current events or events looming just over the horizon the more vague they should be and less time you should spend working on them. For example if you game is starting at first level and there is a nation which is controlled by alboleths it doesn't really need much attention right off the bat. The evil secrets don't need the details filled in at the beginning just a simple line or two so you don't forget to forshadow and develop these things later should suffice in most instances. If you are trying to balance out a group of nations try a flow chart with simple stuff like imports/exports and attitudes towards the other nations. But the only nation that requires any real detail is the one the PC will start out adventuring in and even then not much detail beyond the immediate starting area is initially needed. Don't get me wrong I love to crank out the homebrew fluff, but its easy to become distracted this way. Stay focused and build out from the starting point like ripples from a stone you threw into a pond. IMO, YMMV, Yadda yadda yadda... [/QUOTE]
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