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<blockquote data-quote="Gulla" data-source="post: 1847887" data-attributes="member: 4272"><p>First a discalimer: I run 'site based' adventures/campaigns. That means (to me) that an encounter is what 'fits the location' not tailored to the PCs. If the 1. level party hears about the gigantic, red dragon they should not try to go there. Fortunately my players understand this.</p><p></p><p>The two times I have started totally from scratch I had a 'general feeling' of the world as a whole. To communicate this to my players I use common references (in my cases 'Prince Valiant as in the comic with a background between Asterix and Medieval Europe' and 'Nobodies becomes heroes, D&D as in the core books with a twist you'll discover very soon'). Using books most players have read is another good way. "My Amber is like the books, with a mood more like Steven Brust's Vlad-series"</p><p></p><p>Then I detail the area where the players will start. Map out the village/town. Write down 'adventures' locally and stat up a few encounters. Then I let the players in, and make the world as they discover it (or as I get inspired and have time). It will take a while before the players are very mobile so just start up the game and harvest inspiration and ideas from them for the rest of the world.</p><p></p><p>That's my way. No complaints so far <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>Håkon</p></blockquote><p></p>
[QUOTE="Gulla, post: 1847887, member: 4272"] First a discalimer: I run 'site based' adventures/campaigns. That means (to me) that an encounter is what 'fits the location' not tailored to the PCs. If the 1. level party hears about the gigantic, red dragon they should not try to go there. Fortunately my players understand this. The two times I have started totally from scratch I had a 'general feeling' of the world as a whole. To communicate this to my players I use common references (in my cases 'Prince Valiant as in the comic with a background between Asterix and Medieval Europe' and 'Nobodies becomes heroes, D&D as in the core books with a twist you'll discover very soon'). Using books most players have read is another good way. "My Amber is like the books, with a mood more like Steven Brust's Vlad-series" Then I detail the area where the players will start. Map out the village/town. Write down 'adventures' locally and stat up a few encounters. Then I let the players in, and make the world as they discover it (or as I get inspired and have time). It will take a while before the players are very mobile so just start up the game and harvest inspiration and ideas from them for the rest of the world. That's my way. No complaints so far :D Håkon [/QUOTE]
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