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Designing My First...Thing
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<blockquote data-quote="FitzTheRuke" data-source="post: 9871153" data-attributes="member: 59816"><p>You've got some good advice here. I'll just add: Don't flesh it out <em>too</em> deeply - point form or vague ideas is plenty enough to go on, and you can get started faster, and you can let your players be more involved. Not necessarily by inventing stuff themselves, but by asking you questions that you can answer.</p><p></p><p>If you struggle to decide on an answer, a useful tool for that can be a "Yes/No" die. It can be any size, but I like a d10. It works something like this:</p><p></p><p>10 - Yes, and more than you're even thinking.</p><p>9 - Absolutely yes.</p><p>8 - Yes, sure.</p><p>7 - Yes, but maybe the specific details are a little different.</p><p>6 - Sort-of like that.</p><p>5 - Not quite, but maybe close.</p><p>4 - Not really, but maybe a detail in common with that.</p><p>3 - No.</p><p>2 - No, and not even really adjacent.</p><p>1 - No. Completely different from that.</p><p></p><p>For example, I once had a player ask if the town they were approaching had a "School or a library" where they could research spells. The town was just a name on a map, nestled in the mountains. I rolled a 10. I rolled a few more times (quickly asking other questions in my head that I don't remember details of) and I very quickly wound up with a University on a mountainside, where the whole town was designed around supporting the school, with nobles and the equivalent of coffee-shops where intellectuals gathered to debate philosophy, and a culture for dueling.</p><p></p><p>All in a few seconds from nothing.</p><p></p><p>Obviously, it takes practice to get good at using it, and you can reduce the gradient with a d6 or even a d2 if you like, but I find it helps (only use it when you don't know the answer - if you DO, just answer the question with what you know!)</p></blockquote><p></p>
[QUOTE="FitzTheRuke, post: 9871153, member: 59816"] You've got some good advice here. I'll just add: Don't flesh it out [I]too[/I] deeply - point form or vague ideas is plenty enough to go on, and you can get started faster, and you can let your players be more involved. Not necessarily by inventing stuff themselves, but by asking you questions that you can answer. If you struggle to decide on an answer, a useful tool for that can be a "Yes/No" die. It can be any size, but I like a d10. It works something like this: 10 - Yes, and more than you're even thinking. 9 - Absolutely yes. 8 - Yes, sure. 7 - Yes, but maybe the specific details are a little different. 6 - Sort-of like that. 5 - Not quite, but maybe close. 4 - Not really, but maybe a detail in common with that. 3 - No. 2 - No, and not even really adjacent. 1 - No. Completely different from that. For example, I once had a player ask if the town they were approaching had a "School or a library" where they could research spells. The town was just a name on a map, nestled in the mountains. I rolled a 10. I rolled a few more times (quickly asking other questions in my head that I don't remember details of) and I very quickly wound up with a University on a mountainside, where the whole town was designed around supporting the school, with nobles and the equivalent of coffee-shops where intellectuals gathered to debate philosophy, and a culture for dueling. All in a few seconds from nothing. Obviously, it takes practice to get good at using it, and you can reduce the gradient with a d6 or even a d2 if you like, but I find it helps (only use it when you don't know the answer - if you DO, just answer the question with what you know!) [/QUOTE]
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