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<blockquote data-quote="Reynard" data-source="post: 316125" data-attributes="member: 467"><p>World Advice: Start small and build outward. A province or barony or island natioon or even city state. As the PCs wander farther, you can develop more of the world. Don't create more than you have to, as Dungeoncraft says.</p><p></p><p>Campaign Advice: If you are comfortable with the game, go ahead and do the "non-linear plot" thing and let the PCs run around as much as they like. You can always fill out 3x5s with various encounters so that you will never be at a loss for something to do. On the other hand, if you aren't so comfortable, give the PCs a job -- i.e. make them investigators for the Crown, Thieves Guild "retrievers" whatever. This way you can keep loose plots, so as not to railroad the PCs, but they will still be constrained -- they have to get the job done, after all. Plus, giving them a boss presents free NPCs, friends (co-workers, leadership) and foes (rivals both in and out of the "company").</p><p></p><p>As far as the number of players goes, 2 is fine so long as a) one character is a cleric, b) you make healing magic plentiful, or c) combat is not particularly deadly or common.</p><p></p><p>Hope some of this helps.</p></blockquote><p></p>
[QUOTE="Reynard, post: 316125, member: 467"] World Advice: Start small and build outward. A province or barony or island natioon or even city state. As the PCs wander farther, you can develop more of the world. Don't create more than you have to, as Dungeoncraft says. Campaign Advice: If you are comfortable with the game, go ahead and do the "non-linear plot" thing and let the PCs run around as much as they like. You can always fill out 3x5s with various encounters so that you will never be at a loss for something to do. On the other hand, if you aren't so comfortable, give the PCs a job -- i.e. make them investigators for the Crown, Thieves Guild "retrievers" whatever. This way you can keep loose plots, so as not to railroad the PCs, but they will still be constrained -- they have to get the job done, after all. Plus, giving them a boss presents free NPCs, friends (co-workers, leadership) and foes (rivals both in and out of the "company"). As far as the number of players goes, 2 is fine so long as a) one character is a cleric, b) you make healing magic plentiful, or c) combat is not particularly deadly or common. Hope some of this helps. [/QUOTE]
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