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*Dungeons & Dragons
Greyhawk Confirmed. Tell Me Why.
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<blockquote data-quote="Chaosmancer" data-source="post: 9350443" data-attributes="member: 6801228"><p>Yes yes Analogies are not perfect.</p><p></p><p></p><p></p><p>Is it? I don't think it is too complex. Because I think you are trying to look at this as though it is an encyclopedia. Even if you were making a brand-new setting, attempting to include 200 cities, a dozen factions, three different BBEGs and thirty areas of interest is going to be too much. </p><p></p><p>We are talking about a chapter. Even if it is a full 10% of the book, we are talking only a little over thirty pages. So, clearly we are going to be looking smaller. Maybe two or three regions, with a major city, and a threat or three in each area. And it would be very easy to start with "Make a location, like the Village of Hommlet. Now, you need a nearby threat to hook the adventurers in, like this abandoned temple" yadda yadda.</p><p></p><p></p><p></p><p>Actually... because it is cool is a fine reason for a world-builder, spoken as a world-builder. But I'm talking function. You need to create towns and cities, why? Explain the reason. You need to create adventure spots, why? Explain the reason. You need areas with multiple threat levels, why? Explain the reason. </p><p></p><p>Sure, maybe they don't have Gary Gygax in a glass jar to pick his exact memories for why he did something, but I'd also say that I doubt Greyhawk is so poorly put together that it isn't impossible for a world-builder to look at it, figure out a reason, and then use that to explain to someone the logic behind world-building for the game. </p><p></p><p>You aren't trying to feed them an encyclopedia of everything that has ever happened in Greyhawk, but you are looking for examples of "how do you build an effective BBEG", "How do you make it interesting to travel from the low-level village to the mid-level city" and things like that.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9350443, member: 6801228"] Yes yes Analogies are not perfect. [I][/I] Is it? I don't think it is too complex. Because I think you are trying to look at this as though it is an encyclopedia. Even if you were making a brand-new setting, attempting to include 200 cities, a dozen factions, three different BBEGs and thirty areas of interest is going to be too much. We are talking about a chapter. Even if it is a full 10% of the book, we are talking only a little over thirty pages. So, clearly we are going to be looking smaller. Maybe two or three regions, with a major city, and a threat or three in each area. And it would be very easy to start with "Make a location, like the Village of Hommlet. Now, you need a nearby threat to hook the adventurers in, like this abandoned temple" yadda yadda. Actually... because it is cool is a fine reason for a world-builder, spoken as a world-builder. But I'm talking function. You need to create towns and cities, why? Explain the reason. You need to create adventure spots, why? Explain the reason. You need areas with multiple threat levels, why? Explain the reason. Sure, maybe they don't have Gary Gygax in a glass jar to pick his exact memories for why he did something, but I'd also say that I doubt Greyhawk is so poorly put together that it isn't impossible for a world-builder to look at it, figure out a reason, and then use that to explain to someone the logic behind world-building for the game. You aren't trying to feed them an encyclopedia of everything that has ever happened in Greyhawk, but you are looking for examples of "how do you build an effective BBEG", "How do you make it interesting to travel from the low-level village to the mid-level city" and things like that. [/QUOTE]
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Greyhawk Confirmed. Tell Me Why.
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