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CRPGs as the foundation for a TTRPG Campaign
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<blockquote data-quote="Reynard" data-source="post: 9827999" data-attributes="member: 467"><p>I was thinking about this in a structural sense last night while unable to sleep.</p><p></p><p>The way I would do it is have a place like Fort Joy in DOS2 and create a bunch of two page spreads. On each spread, there is a overlay of the location. teh first spread is a Side Quest overview, with call outs for where specific side quests begin and a little information about how they interact. then each following spread would be side quest specific -- still the site map, but with the specific NPCs and location etc... highlighted for that quest, including both text and visual indicators for NPC relationships and outcomes. These overlays would be separate from the actual keyed maps of detailed locations like the old Mine or The Alchemist's Lab (or whatever) -- because you want to preserve the idea that the PCs can go and do whatever they want. They should not have to start the love Potion side question to "unlock" the Alchemists Lab, but if they explore the lab and find the love potion, they can still start that quest (and have already gotten that quest's mcguffin). </p><p></p><p>As a PDF product, you might be able to employ layers in a way that helps the GM see the important elements on the fly without mage flipping.</p><p></p><p>I will have to think about this more.</p></blockquote><p></p>
[QUOTE="Reynard, post: 9827999, member: 467"] I was thinking about this in a structural sense last night while unable to sleep. The way I would do it is have a place like Fort Joy in DOS2 and create a bunch of two page spreads. On each spread, there is a overlay of the location. teh first spread is a Side Quest overview, with call outs for where specific side quests begin and a little information about how they interact. then each following spread would be side quest specific -- still the site map, but with the specific NPCs and location etc... highlighted for that quest, including both text and visual indicators for NPC relationships and outcomes. These overlays would be separate from the actual keyed maps of detailed locations like the old Mine or The Alchemist's Lab (or whatever) -- because you want to preserve the idea that the PCs can go and do whatever they want. They should not have to start the love Potion side question to "unlock" the Alchemists Lab, but if they explore the lab and find the love potion, they can still start that quest (and have already gotten that quest's mcguffin). As a PDF product, you might be able to employ layers in a way that helps the GM see the important elements on the fly without mage flipping. I will have to think about this more. [/QUOTE]
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