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Excerpt: Fallcrest
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<blockquote data-quote="Irda Ranger" data-source="post: 4247529" data-attributes="member: 1003"><p>This is a very good post. The only thing I would change would be to end the first sentence of the second paragraph immediately after "whatnot." It's not feasible to model all that period - even if you don't have a social life. </p><p></p><p>But DeusExMachina's methods and means are how I approach this as well: just some back of the envelope stuff to pass a smell test. It helps player immersion if the world feels like a larger, more complex place than they're really aware of at any given moment, and it also gives me tons of plot hooks and quest ideas. After all, not every quest should be "Retrieve the Artifact" or "Rescue the Princess" - you've got to mix things up to keep them fresh, and a world with a little thought put into it is a great source of fresh ideas.</p><p></p><p>Here's a quest hook for DeusExMachina's mining town: the town of Boulder Mines relies on water from a mountain stream, not only for drinking but also for irrigating the mushroom caves. But recently the water has stopped! The PCs need to travel upstream into the mountains to discover the cause of the stream's disappearance. There is water in the cisterns but if the PCs don't get the water flowing again within two weeks the mushroom crop will be lost and the town impoverished. If the stream doesn't start flowing by the end of the month the town will have to be abandoned!</p><p></p><p>Naturally this can lead to a simple cave-clearing adventure (because some Duergar diverted the stream to underground forges), but knowing a little bit about the world makes a believable hook with some good time pressure.</p></blockquote><p></p>
[QUOTE="Irda Ranger, post: 4247529, member: 1003"] This is a very good post. The only thing I would change would be to end the first sentence of the second paragraph immediately after "whatnot." It's not feasible to model all that period - even if you don't have a social life. But DeusExMachina's methods and means are how I approach this as well: just some back of the envelope stuff to pass a smell test. It helps player immersion if the world feels like a larger, more complex place than they're really aware of at any given moment, and it also gives me tons of plot hooks and quest ideas. After all, not every quest should be "Retrieve the Artifact" or "Rescue the Princess" - you've got to mix things up to keep them fresh, and a world with a little thought put into it is a great source of fresh ideas. Here's a quest hook for DeusExMachina's mining town: the town of Boulder Mines relies on water from a mountain stream, not only for drinking but also for irrigating the mushroom caves. But recently the water has stopped! The PCs need to travel upstream into the mountains to discover the cause of the stream's disappearance. There is water in the cisterns but if the PCs don't get the water flowing again within two weeks the mushroom crop will be lost and the town impoverished. If the stream doesn't start flowing by the end of the month the town will have to be abandoned! Naturally this can lead to a simple cave-clearing adventure (because some Duergar diverted the stream to underground forges), but knowing a little bit about the world makes a believable hook with some good time pressure. [/QUOTE]
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Excerpt: Fallcrest
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