Campaign-Related Questions

1) What kind of shops, buildings, homes, public works, exotic residences, exotic buildings, landmarks, etc. could exist in a city (assume that the city can contain any building you can think of)?
Far too broad to answer here, though it sounds to me like you're talking about a city of metropolis size from the DMG. If you read the DMG, it will clue you in as to what sort of services the PCs can expect to find in your average D&D metropolis.

2) Which is better; pre-made plot line with adventures or make an adventure as the campaign progresses?
Pre-made plots are always better if you plan on running an extended campaign. As DM, you will want to know what your major NPCs are up to, regardless of whether the PCs are currently interacting with them. Keep it broad and flexible, but decide what's going on early, otherwise you're going to have a tough time later when the PCs start casting divinations and communes to find out what's going on.

3) How large should the campaign setting be; i.e. continent, large portion of a planet, an entire planet, etc.?
Entirely up to you initially, and partially up to the player group after the campaign is underway. You don't need a huge campaign setting, though. In a weekly game I play in, the PCs have spent 14 levels adventuring on the same island, which is about the size of Louisiana.

4) What restrictions do you think I should apply on the availability of items, potions, weapons, goods, and other stuff? Cut the players some slack. Possession of these items are calculated into things like monster CRs; the game assumes your players have them. Minor magic items should be relatively easy for PCs to acquire. Major items should be difficult and/or costly. Simple as that.

5) Should I determine geographic features, roads, and famous landmarks before I create adventures or as I create them? Both. Just remember Rome wasn't built in a day; you want a map, with major landmarks, and you can create more as needed as you build each adventure before play.

6) Should I draw a intricate mapping of the campaign setting? Only if you want to. Your map should be as detailed as you're comfortable with.

7) Should I supply the PC's with any information about the campaign setting beyond the basics?
They should know what their characters know. Their characters are supposed to be living, breathing people in a "real" world.

8) Should I make copies of the map and give it to each player? If you want to. We keep a campaign folder for players that anyone can use for reference.

9) Should I determine any major NPC's that the PC's will eventually encounter before I create the adventure or as I create the adventure?
Again, both. You should always know who your major NPCs are and what they are up to.

10) Finally, should the campaign consist of more dungeons and less wandering and searching or vice versa?
Up to you. Find out what your players like and give it to them.
 

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Thanks for the help Crothian and ForceUser!
Crothian: One of the things I've learned with people like Bush and the like in office is to take what everyone says with a grain of salt or two or three... :D
 

err..

zhouj said:
One of the things I've learned with people like Bush and the like in office is to take what everyone says with a grain of salt or two or three... :D

Ok, I will just erase the advice I bothered to type up.. a shame I wasted my time.

Good luck to you.

FD
 
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zhouj said:
One of the things I've learned with people like Bush and the like in office is to take what everyone says with a grain of salt or two or three... :D

Keep the political commentary off of these boards, please. It's not appropriate, even as a humorous aside.
 

Re: Re: Campaign-Related Questions

Furn_Darkside said:
err..



Ok, I will just erase the advice I bothered to type up.. a shame I wasted my time.

Good luck to you.

FD
I never said I didn't want your advice or opinion...
 


zhouj said:
1) What kind of shops, buildings, homes, public works, exotic residences, exotic buildings, landmarks, etc. could exist in a city (assume that the city can contain any building you can think of)?

I recommend that you try to find the following books: Life in a Medieval City by Frances and Joseph Gies, and How the Greeks Built Cities by R.E. Wycherly.

Baths, aqueducts, reservoirs, cisterns, fountain-houses, urinals, public latrines.

Bridges.

Basilicas, market-places, court-houses, prisons.

Brothels, cookshops, shambles, taverns, bakeries, communal ovens, mills.

Bull-rings, bear-pits, theatres, amphitheatres.

Barracks, armouries, arsenals, walls, gates, a citadel, castles.

Baptistries, belltowers, a cathedral, churches, chapels, chantries, shrines, cloisters, chapterhouses, monasteries, schools, scriboriums, deaneries, palaces.

Butts, boxing-rings, wrestling-rings, gymnasiums, stadiums.

Burial-grounds, burning-ghats, cenotaphs, memorials, gravestones, statues, mausoleums, crypts, potters-fields, lych-gates, churchyards, tombs.

Brick-pits, quarries, sawmills.


2) Which is better; pre-made plot line with adventures or make an adventure as the campaign progresses?

What I find best is to start out with the elements of the stories (characters, conflict, crucible, theme) and to extemporise the actual incidents in accordance with the maxim that incident arises out of character, characters react to incidents. But this style does not suit everyone. And it takes some practice to do things this way well.

The danger with pre-made plot lines is that if the plotting isn't tight enough either the PCs will do something not in the script or you will be forced either to railroad the players or make their PCs peripheral characters. And really tight plotting is hard work.

3) How large should the campaign setting be; i.e. continent, large portion of a planet, an entire planet, etc.?

That depends how much travel the PCs are going to do, and how much you trust yourself at improvising world detail. I generally start with only very sketchy ideas of the largest features and increasingly detailed ideas of the geographical region, particular country, and actual location of the PCs. And I flesh the rest out as I go. But I find that I have to position the 'bones' first before I can extemporise the 'flesh' consistently.

4) What restrictions do you think I should apply on the availability of items, potions, weapons, goods, and other stuff?

The restrictions that are implied by your basic decisions about your setting.

5) Should I determine geographic features, roads, and famous landmarks before I create adventures or as I create them?

A little of each. Sketch in the major features before you start extemporising detail.

6) Should I draw a intricate mapping of the campaign setting?

If you expect to find it useful, sure. But my best-ever setting didn't acquire a map until late in the second campaign set there.

7) Should I supply the PC's with any information about the campaign setting beyond the basics?

Depends what you mean by basics. If your basics are enough to let your players know what their characters would likely have done during their growing up, what a typical person's daily routine is like, what people in general aspire to, what they hope for, what they look like, that ought to be enough. Otherwise, you will need to add most of those things.

But on the other hand it is my habit to provide much more detail than that. I generally distribute a 'player's introduction' to any setting I design, and these are usually 7,000-24,000 words.

8) Should I make copies of the map and give it to each player?

If you make a map, you might as well distribute copies.

9) Should I determine any major NPC's that the PC's will eventually encounter before I create the adventure or as I create the adventure?

Design the major NPCs, and most particularly the PCs' antagonist, as one of the first steps. Lesser and incidental characters can be made up later, or even extemporised.

And when you are making up a character, remember that the most important things about him or her are his or her core motivation and his or her social situation. Clothes sense and combat stats can be left until later.

10) Finally, should the campaign consist of more dungeons and less wandering and searching or vice versa?

I actually put most emphasis on things that you leave out entirely: interactions with NPCs, chase scenes... . But that's a matter of taste. You put in the things you enjoy.

Regards,


Agback
 

Re: Re: Re: Re: Campaign-Related Questions

Agback said:


... only that you intend to disregard it.

Typically, to take it with a grain of salt means to not just accept with absolutely no questioning of the content. If I felt it was at least logical, I would accept it. Thanks anyway for the help.
 

zhouj said:
I am in the midst of creating a campaign setting. I have several questions to ask.
1) What kind of shops, buildings, homes, public works, exotic residences, exotic buildings, landmarks, etc. could exist in a city (assume that the city can contain any building you can think of)?
Any kind - I suggest you do this SimCity style ie you place landmarks (eg Potters Feild, Mt Sigbob then map out broad suburbs (eg Commercial -Market, Commercial - Merchant quater, Port, Residential slum, Wealthy residential, industrial - Mills etc). Once complete you give it a general description 'the cobbled streets are broad and tidy amongst these large houses indicating that the occupants are moderately well off if not wealthy. Trees line the boulevard and the occasional gateway opens to the public park"...add specific buildings and shops as required
2) Which is better; pre-made plot line with adventures or make an adventure as the campaign progresses?

The PCs need a Purpose for being 'here' together 'now' - this is enough to start a story.
You then need to plant hooks and go from there

3) How large should the campaign setting be; i.e. continent, large portion of a planet, an entire planet, etc.?

I like Islands as they are small and compact and easily managed. However a country can be easily controlled too (border patrols et al) - continents are getting epic and whole planets is getting silly:)

4) What restrictions do you think I should apply on the availability of items, potions, weapons, goods, and other stuff?

I like low magic so no magic shops. You can go to the local College of Scorcery or the Church and request an item which they MIGHT supply but otherwise not

ie if the PCs want Magic items then they can go explore the Secret dungeon of Makimakiboing

5) Should I determine geographic features, roads, and famous landmarks before I create adventures or as I create them?

Yes
Predesigned - good for plothooks and 'public knowledge'
Ad hoc - to add dramatic effect

6) Should I draw a intricate mapping of the campaign setting?

No - just a broad outline (and descriptions are as good as detailed maps (and for the era more realistic too)

7) Should I supply the PC's with any information about the campaign setting beyond the basics?

Yes - all 'public knowledge' and anything specific to their character eg a PC thief should know about the local theives guild

8) Should I make copies of the map and give it to each player?

No - give them a description instead

9) Should I determine any major NPC's that the PC's will eventually encounter before I create the adventure or as I create the adventure?

Only if the NPC is critical to the plot - these are the Dms PCs

10) Finally, should the campaign consist of more dungeons and less wandering and searching or vice versa?

EVERYTHING is a dungeon - a forest is made up of twisting paths (corridors) and open glades (rooms) populated by monsters and traps (undergrowth, thorns, mudpools etc) treasure maybe found (magic mushrooms, goodberry bushes:))

Thanks in advance for any help I receive!

Not a prob...
 
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EVERYTHING is a dungeon - a forest is made up of twisting paths (corridors) and open glades (rooms) populated by monsters and traps (undergrowth, thorns, mudpools etc) treasure maybe found (magic mushrooms, goodberry bushes)
It sounds like Tonguez is joking, but I'm beginning to come around to this point of view more and more.

Wilderness = Dungeon where the encounters are seperated by distance rather than walls, and channelling PC movement is either a lot more difficult (requires distance, unfriendly terrain, obstacles or weather), or not possible at all. Slightly less XP-yielding encounters than a true dungeon. (Might be worth reverting to hexmapping for this kind of wilderness...)

City = Dungeon where the corridors are streets, the rooms are buildings, and the encounters tend to be neutral or beneficial rather than hostile. Movement channelling is challenging due to open design, but possible in back alleys. Significantly less XP-yielding encounters than a true dungeon. (Sounds rather City-State-of-the-Invincible-Overlord from this perspective...)

Thus, theoretically, you can plan your campaign in terms of "number of dungeons per campaign" as a unit of measurement of preparation effort - if you bother to detail your cities and wildernesses down to encounter level. (Most folks tend to leave them abstract.)

Combined with the "number of encounters per level" (13-14 generally) and the "number of adventures per campaign", then - combined with the EL system - it's theoretically possible to get rather quantitative indeed in terms of campaign planning, and plan for certain contingencies based on the form:

If the party chooses to clear some of Wilderness Area A, and all of Dungeon B, whilst completing Adventure C, then....

Very untraditional, but from this sort of framework, you could really get anal(ytical) if you wanted to. Hmmm..... :)
 
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