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<blockquote data-quote="Mouseferatu" data-source="post: 11227" data-attributes="member: 1288"><p>Having created numerous homebrew worlds, I can assure you that it doesn't really take all that much time, if you approach it properly.</p><p></p><p>A lot of people try to have the entire world mapped out and planned ahead of time. They want a Forgotten Realms-sized atlas, they want to know the name of the mistress of the captain of the king's guard in a kingdom so far away that the party won't visit it until they're 17th level.</p><p></p><p>And that's fine for some people--I've done it before myself, for previous campaigns--but the truth is, it's unnecessary.</p><p></p><p>In my current campaign, I created the names of the local kingdoms, a few important cities, and a few important NPCs. I made notes of names and stories that I needed for the specific plots that I had going. And that's it. No maps. No complex histories. Just enough that I could play the first few games, and answer any basic questions.</p><p></p><p>Everything else, I make up as I need it. Once I've made it up, I keep track of it, of course--you don't want to change the world on the players--but until I need it, I don't bother creating it.</p><p></p><p>But if you do it right, your players will never know the difference. When they reach the kingdom of Kannalai, and have a meeting with Duke Tibault, it doesn't matter to them if you had Kannalai and Tibault planned from day one, or if you're creating them as you go, so long as you're realistic about them.</p></blockquote><p></p>
[QUOTE="Mouseferatu, post: 11227, member: 1288"] Having created numerous homebrew worlds, I can assure you that it doesn't really take all that much time, if you approach it properly. A lot of people try to have the entire world mapped out and planned ahead of time. They want a Forgotten Realms-sized atlas, they want to know the name of the mistress of the captain of the king's guard in a kingdom so far away that the party won't visit it until they're 17th level. And that's fine for some people--I've done it before myself, for previous campaigns--but the truth is, it's unnecessary. In my current campaign, I created the names of the local kingdoms, a few important cities, and a few important NPCs. I made notes of names and stories that I needed for the specific plots that I had going. And that's it. No maps. No complex histories. Just enough that I could play the first few games, and answer any basic questions. Everything else, I make up as I need it. Once I've made it up, I keep track of it, of course--you don't want to change the world on the players--but until I need it, I don't bother creating it. But if you do it right, your players will never know the difference. When they reach the kingdom of Kannalai, and have a meeting with Duke Tibault, it doesn't matter to them if you had Kannalai and Tibault planned from day one, or if you're creating them as you go, so long as you're realistic about them. [/QUOTE]
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