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<blockquote data-quote="Jorunkun" data-source="post: 4038305" data-attributes="member: 57929"><p>If it does, I haven't described it right. I'm not looking for another megalomaniac muppet show . I don't need a whole world, continent or even country described at this level of detail. A region one thousandth the size of FR would do, but I'm looking for density, not breadth (which is why I'm not all that excited about Wilderlands either, btw). And while Ptolus is close conceptually, I don't care much for a city with tens of thousands of people either. I'm fine if there are just three blacksmiths for the PCs to buy weapons and armour from in the entire setting, and if they know all the local clerics by name. </p><p></p><p>What I mean is: Take Ptolus, divide scope by ten and spread it out over a thinly populated area, a post-cataclysmic wasteland littered with the usual ruins and monsters and treasure.</p><p></p><p>Or: Take ten or so regular size modules, break them up into small encoutner/mini-dungeon sized bits and interlink the different plot strands so that they can be played in a number of different sequences and give rise to different stories dependent on player choices. </p><p></p><p>Or: Take Ultima 4 or 5 with its dozens of parallel plot strands and towns and dungeons and turn it into a pen and paper type thing. </p><p></p><p>Or: Take five Keeps on the borderlands and add a dynamic plot that weaves them all together, (theoretically) playable in any order. </p><p></p><p>Or: Take that brilliant old OD&D D something expert set module (the one where you had to escort this caravan, only to find your destination under siege, the caravan abducted and your sponsor held for ransom) and multiply by ten ... </p><p></p><p>I mean a detailed but not necessarily large setting that the PCs can just play around in, and find leads into multithreaded, densely woven yet open, dynamic plots at every turn. </p><p></p><p></p><p></p><p>And here I may be mistaken, but I believe that if you take a fairly standard, euro-medieval fantasy, with fairly low power/ low magic ... <strong>and actually set up clever challenges and well-crafted stories within these restrictions</strong>, you'd have a winner. Because imho there's far too many products with exotic fluff covering up the umpteenth rehash of another railroad plotline. AND IT'S ALL <strong>YOUR </strong>FAULT HUSSAR !!!</p><p></p><p>... erm, not. Sorry for venting. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>J.</p></blockquote><p></p>
[QUOTE="Jorunkun, post: 4038305, member: 57929"] If it does, I haven't described it right. I'm not looking for another megalomaniac muppet show . I don't need a whole world, continent or even country described at this level of detail. A region one thousandth the size of FR would do, but I'm looking for density, not breadth (which is why I'm not all that excited about Wilderlands either, btw). And while Ptolus is close conceptually, I don't care much for a city with tens of thousands of people either. I'm fine if there are just three blacksmiths for the PCs to buy weapons and armour from in the entire setting, and if they know all the local clerics by name. What I mean is: Take Ptolus, divide scope by ten and spread it out over a thinly populated area, a post-cataclysmic wasteland littered with the usual ruins and monsters and treasure. Or: Take ten or so regular size modules, break them up into small encoutner/mini-dungeon sized bits and interlink the different plot strands so that they can be played in a number of different sequences and give rise to different stories dependent on player choices. Or: Take Ultima 4 or 5 with its dozens of parallel plot strands and towns and dungeons and turn it into a pen and paper type thing. Or: Take five Keeps on the borderlands and add a dynamic plot that weaves them all together, (theoretically) playable in any order. Or: Take that brilliant old OD&D D something expert set module (the one where you had to escort this caravan, only to find your destination under siege, the caravan abducted and your sponsor held for ransom) and multiply by ten ... I mean a detailed but not necessarily large setting that the PCs can just play around in, and find leads into multithreaded, densely woven yet open, dynamic plots at every turn. And here I may be mistaken, but I believe that if you take a fairly standard, euro-medieval fantasy, with fairly low power/ low magic ... [B]and actually set up clever challenges and well-crafted stories within these restrictions[/B], you'd have a winner. Because imho there's far too many products with exotic fluff covering up the umpteenth rehash of another railroad plotline. AND IT'S ALL [B]YOUR [/B]FAULT HUSSAR !!! ... erm, not. Sorry for venting. ;) J. [/QUOTE]
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