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<blockquote data-quote="BookTenTiger" data-source="post: 8527570" data-attributes="member: 6685541"><p>Interesting topic!</p><p></p><p>I use the Super Mario paradigm. Most Super Mario games have an overworld you travel around, and each level is like a big playground with multiple goals.</p><p></p><p>I usually organize my campaigns by creating a big map, and placing in it setting where I have some loose ideas of themes and adventures. As I get to know the characters and their interests, I'll add more details to those settings. During the campaign, the characters travel around the map, and when they get to a new setting they'll find out about a number of things going on. I like to think of each place like a big playground for the characters to play around in.</p><p></p><p>Over time, stories will emerge from these various settings, but I'm not too focused on big arcs.</p><p></p><p>Here's an example of one of my settings:</p><p></p><p>Umber Dell</p><p>A village of tortle slaves, tiefling nobility, and gnoll slavers.</p><p></p><p>Players might...</p><ul> <li data-xf-list-type="ul">Liberate the Tortle slaves!</li> <li data-xf-list-type="ul">Explore the peat bogs for lost treasure</li> <li data-xf-list-type="ul">Fight Skirovan, an alchemist necromancer whose experiments are polluting the water</li> <li data-xf-list-type="ul">Search for the ancient Omyrian Fortress where a Tortle Shaman is in hiding</li> <li data-xf-list-type="ul">Overthrow the corrupt priest who has enslaved the Tortles</li> <li data-xf-list-type="ul">Shop for potions in the Flower Market</li> </ul><p>And so on. The characters may have a goal or two given to them from outside of town, but more or less they get to do what interests them. And if something is too difficult or high leveled, they can always come back!</p></blockquote><p></p>
[QUOTE="BookTenTiger, post: 8527570, member: 6685541"] Interesting topic! I use the Super Mario paradigm. Most Super Mario games have an overworld you travel around, and each level is like a big playground with multiple goals. I usually organize my campaigns by creating a big map, and placing in it setting where I have some loose ideas of themes and adventures. As I get to know the characters and their interests, I'll add more details to those settings. During the campaign, the characters travel around the map, and when they get to a new setting they'll find out about a number of things going on. I like to think of each place like a big playground for the characters to play around in. Over time, stories will emerge from these various settings, but I'm not too focused on big arcs. Here's an example of one of my settings: Umber Dell A village of tortle slaves, tiefling nobility, and gnoll slavers. Players might... [LIST] [*]Liberate the Tortle slaves! [*]Explore the peat bogs for lost treasure [*]Fight Skirovan, an alchemist necromancer whose experiments are polluting the water [*]Search for the ancient Omyrian Fortress where a Tortle Shaman is in hiding [*]Overthrow the corrupt priest who has enslaved the Tortles [*]Shop for potions in the Flower Market [/LIST] And so on. The characters may have a goal or two given to them from outside of town, but more or less they get to do what interests them. And if something is too difficult or high leveled, they can always come back! [/QUOTE]
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