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<blockquote data-quote="Chimera" data-source="post: 3018627" data-attributes="member: 2002"><p>I have used the same world since the early 1980s. I think I'm on my seventh campaign set in this game world. The first was in 4500 CY, then I moved around to different places and cultures, advancing a bit every time to about 4800 CY, which was my fifth campaign.</p><p></p><p>The for the last one, I went back just before the CY calendar, to a time of legend. The current campaign is set in what will eventually be known as 22 CY, in the same region, just advanced about 23 years from when the last one ended. The former PCs are, for the most part, major players - although I no longer game with those people.</p><p></p><p>I seldom end up having world spanning campaigns, or if they do happen, the details of various countries tend not to be that important that continuity is an issue.</p><p></p><p>My current campaign is set in one region. The 'map' is about the size of the western half of the United States, but the actual region we're in is about 40% of that area. Although they may eventually travel outside that region, they aren't going to find much of note, certainly not established nations and the like (based on the era I'm currently set in.)</p><p> </p><p></p><p></p><p>One of my favorite parts of GMing is creating NPCs.</p><p></p><p>I have a file with, at last count, perhaps 900 named NPCs. Given subfiles (Adventurers, villains, etc), the count goes well over a thousand. Many are not detailed other than "So-and-So, Wizard 9", but a significant portion are more thoroughly detailed - though I tend to skip Skills unless they're really needed or I'm bored.</p><p></p><p>The "Other Adventurers" and "Current Villains" files are more detailed, including skills (in 70-85% of cases) and magic items. Especially for the ones most likely to be directly involved in the near future.</p><p></p><p>What I tend to deal with on an 'as-needed' basis are elements of the plot. I find it more useful to make up basic elements and put pieces in motion, but not to worry quite so much about every little detail and how everything fits together until I need to do so. In some cases, this is a great boon - I get time to worry about why So-and-so is hellbent on doing X, eventually coming up with some way to tie it in to Y and Z, without having to resort to half-baked (read: semi-developed) ideas just because "I have to have that down now".</p><p></p><p>For example (see my Story Hour), the entire pre-gaming write-up (second post) about the worm-hole/gates/rifts from various areas that brought Gorgs (Ogres) and Barbarians from one part of the world, Wu Jen from another and so forth - including allowing one PC to escape to this region. <strong>I have no idea what that was all about</strong>. No firm plot about who did it or why - just some vague ideas that I might not follow through on. It isn't necessary for me to worry about it until or unless I come up with another adventure or tie-in that requires me to know. THEN I will worry about setting it in stone.</p></blockquote><p></p>
[QUOTE="Chimera, post: 3018627, member: 2002"] I have used the same world since the early 1980s. I think I'm on my seventh campaign set in this game world. The first was in 4500 CY, then I moved around to different places and cultures, advancing a bit every time to about 4800 CY, which was my fifth campaign. The for the last one, I went back just before the CY calendar, to a time of legend. The current campaign is set in what will eventually be known as 22 CY, in the same region, just advanced about 23 years from when the last one ended. The former PCs are, for the most part, major players - although I no longer game with those people. I seldom end up having world spanning campaigns, or if they do happen, the details of various countries tend not to be that important that continuity is an issue. My current campaign is set in one region. The 'map' is about the size of the western half of the United States, but the actual region we're in is about 40% of that area. Although they may eventually travel outside that region, they aren't going to find much of note, certainly not established nations and the like (based on the era I'm currently set in.) One of my favorite parts of GMing is creating NPCs. I have a file with, at last count, perhaps 900 named NPCs. Given subfiles (Adventurers, villains, etc), the count goes well over a thousand. Many are not detailed other than "So-and-So, Wizard 9", but a significant portion are more thoroughly detailed - though I tend to skip Skills unless they're really needed or I'm bored. The "Other Adventurers" and "Current Villains" files are more detailed, including skills (in 70-85% of cases) and magic items. Especially for the ones most likely to be directly involved in the near future. What I tend to deal with on an 'as-needed' basis are elements of the plot. I find it more useful to make up basic elements and put pieces in motion, but not to worry quite so much about every little detail and how everything fits together until I need to do so. In some cases, this is a great boon - I get time to worry about why So-and-so is hellbent on doing X, eventually coming up with some way to tie it in to Y and Z, without having to resort to half-baked (read: semi-developed) ideas just because "I have to have that down now". For example (see my Story Hour), the entire pre-gaming write-up (second post) about the worm-hole/gates/rifts from various areas that brought Gorgs (Ogres) and Barbarians from one part of the world, Wu Jen from another and so forth - including allowing one PC to escape to this region. [b]I have no idea what that was all about[/b]. No firm plot about who did it or why - just some vague ideas that I might not follow through on. It isn't necessary for me to worry about it until or unless I come up with another adventure or tie-in that requires me to know. THEN I will worry about setting it in stone. [/QUOTE]
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