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Designing worlds for fun and... well, fun
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<blockquote data-quote="Thotas" data-source="post: 2738079" data-attributes="member: 18974"><p>Creating my own campaign world is something I've wanted to do for a long time, with way too many false starts since I don't DM that much (until recently) and have had a few multi-year gaps in opportunity to play at all. Since I did start DMing more extensively about two years ago, it's been a subject much on my mind. I've avoided having to create one so far by running "The Vault of Larin Karr" and "City of the Spider Queen" adapted to the same valley without reference to anything outside of them. The idea is to aquaint myself with the 3.5 rules from the DM's side of the screen from low to very high level before I really get going on that project. As I get closer and closer to the start up, these are my thoughts on the matter.</p><p></p><p>Maps are all important; I'm far too visual a person to operate without one, and a good map is just too cool anyway. I've seen many recommendations that you go with either a "top-down" or a "bottom-up" approach. I didn't like either one. Next time I'll try a "meet in the middle" instead. Got two signboards, 22 x 28 inches. One has a 1 degree of latitude per cm scale, the other has a 1 degree per 15 cm scale. Map 1 will be a broadstrokes thing that has large areas with names that sound cool even if I don't know what they refer to. Map 2 will be where things start out and I describe in much more detail. Areas off M2 get developed later in ways that seem to respond to player interests.</p><p></p><p>Developing a world with player input is important 'cause, it may be your world, but they have to live in it. I've tried to get players to tell me what they want in a world, but mostly I get a nod that it sounds like a good idea, but they seldom ever get around to providing any feedback. When they do, it's more often an idea for an adventure than for the back drop for an adventure. Anyone have any ideas on how to get players to tell you where they want it to go?</p></blockquote><p></p>
[QUOTE="Thotas, post: 2738079, member: 18974"] Creating my own campaign world is something I've wanted to do for a long time, with way too many false starts since I don't DM that much (until recently) and have had a few multi-year gaps in opportunity to play at all. Since I did start DMing more extensively about two years ago, it's been a subject much on my mind. I've avoided having to create one so far by running "The Vault of Larin Karr" and "City of the Spider Queen" adapted to the same valley without reference to anything outside of them. The idea is to aquaint myself with the 3.5 rules from the DM's side of the screen from low to very high level before I really get going on that project. As I get closer and closer to the start up, these are my thoughts on the matter. Maps are all important; I'm far too visual a person to operate without one, and a good map is just too cool anyway. I've seen many recommendations that you go with either a "top-down" or a "bottom-up" approach. I didn't like either one. Next time I'll try a "meet in the middle" instead. Got two signboards, 22 x 28 inches. One has a 1 degree of latitude per cm scale, the other has a 1 degree per 15 cm scale. Map 1 will be a broadstrokes thing that has large areas with names that sound cool even if I don't know what they refer to. Map 2 will be where things start out and I describe in much more detail. Areas off M2 get developed later in ways that seem to respond to player interests. Developing a world with player input is important 'cause, it may be your world, but they have to live in it. I've tried to get players to tell me what they want in a world, but mostly I get a nod that it sounds like a good idea, but they seldom ever get around to providing any feedback. When they do, it's more often an idea for an adventure than for the back drop for an adventure. Anyone have any ideas on how to get players to tell you where they want it to go? [/QUOTE]
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