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<blockquote data-quote="ExploderWizard" data-source="post: 6373131" data-attributes="member: 66434"><p>The first thing I would do is determine the location and nature of all the settled areas of the map. This will help determine what is sensible content for the surrounding terrain. </p><p></p><p>The next important thing to realize is that the world is a messy place. Things simply exist in the world. The three pillars are a meta-game concept concerning the players' interaction with that world. Thus (especially when other beings are involved) one cannot pre-sort things into the pillars without assuming certain action or inaction from the players. </p><p></p><p>Take this for example:</p><p></p><p>" An interaction sentence might look like:</p><p> A small caravan is ahead of you on the road, they are carrying weapons and armor and are heavily guarded. "</p><p></p><p></p><p>What about this, without further info, makes this an interaction scenario? Lets see what could happen here: </p><p></p><p>EXPLORATION: </p><p></p><p>" Oh a caravan! " " What are they transporting?" " Lets fall back and follow them. Tonight when they camp, lets sneak in and look around a bit." </p><p></p><p>INTERACTION:</p><p></p><p>" A caravan?" Lets ride up to them and see who they are. They might want to do some trading." </p><p></p><p>COMBAT:</p><p></p><p>" W00T! A caravan!" " How many guards are there that we can see?" " I bet they travel pretty slow. lets cut cross country and get ahead of them. Then we can scout out a good spot for an ambush." </p><p></p><p></p><p>With that in mind its better to think in terms of just including cool stuff and letting the players approach everything as they wish.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 6373131, member: 66434"] The first thing I would do is determine the location and nature of all the settled areas of the map. This will help determine what is sensible content for the surrounding terrain. The next important thing to realize is that the world is a messy place. Things simply exist in the world. The three pillars are a meta-game concept concerning the players' interaction with that world. Thus (especially when other beings are involved) one cannot pre-sort things into the pillars without assuming certain action or inaction from the players. Take this for example: " An interaction sentence might look like: A small caravan is ahead of you on the road, they are carrying weapons and armor and are heavily guarded. " What about this, without further info, makes this an interaction scenario? Lets see what could happen here: EXPLORATION: " Oh a caravan! " " What are they transporting?" " Lets fall back and follow them. Tonight when they camp, lets sneak in and look around a bit." INTERACTION: " A caravan?" Lets ride up to them and see who they are. They might want to do some trading." COMBAT: " W00T! A caravan!" " How many guards are there that we can see?" " I bet they travel pretty slow. lets cut cross country and get ahead of them. Then we can scout out a good spot for an ambush." With that in mind its better to think in terms of just including cool stuff and letting the players approach everything as they wish. [/QUOTE]
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