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<blockquote data-quote="aco175" data-source="post: 5096355" data-attributes="member: 27385"><p>I would like to use the #1 idea of top down and zoom into the detail, if time and ambition allowed. To start with the map of the world and you could place things like deserts and mountains with some sort of realism or magical explanation would be great. Moving onto the ideas of race, you could plan how and where races started from and how they moves along with interactions and language. Ideas of trade and indusrty would rise from this and lead to history timelines where things like war and invention would be noted. Sounds great, if I had the time and thought my players would like it as muich as I would.</p><p></p><p>My campaign I run now is a map of a section of mountain range, a large town/used to be an ancient city, and some other ideas that would fill a duchy. As each adventure goes along new things are added to the map and general knowledge of the kingdom. This way goes great with adapting the campaign to the needs of the pc's, at the cost of sacrificing realism.</p><p></p><p>I seem to remember a lot of others saying that the players do not care or rather understand the amount of time you put into design. They say that you should spend more time on adventuring design and modules. I would like to have a general section of the world, or even the whole world maped out roughly. Remember whole sections of the world may never be used. I could have areas with different flavor campaigns if this is what is needed. My players and I never realy got into campaigns that wasn't based on historical Europe, so whole sections of the world with great flavor never needs to be detailed. Even Forgotten Realms is focused only on one continent with only minor variations in culture. I would like to have some of these other areas in case I wanted to have a one-shot in meso-american dinosaur valley.</p></blockquote><p></p>
[QUOTE="aco175, post: 5096355, member: 27385"] I would like to use the #1 idea of top down and zoom into the detail, if time and ambition allowed. To start with the map of the world and you could place things like deserts and mountains with some sort of realism or magical explanation would be great. Moving onto the ideas of race, you could plan how and where races started from and how they moves along with interactions and language. Ideas of trade and indusrty would rise from this and lead to history timelines where things like war and invention would be noted. Sounds great, if I had the time and thought my players would like it as muich as I would. My campaign I run now is a map of a section of mountain range, a large town/used to be an ancient city, and some other ideas that would fill a duchy. As each adventure goes along new things are added to the map and general knowledge of the kingdom. This way goes great with adapting the campaign to the needs of the pc's, at the cost of sacrificing realism. I seem to remember a lot of others saying that the players do not care or rather understand the amount of time you put into design. They say that you should spend more time on adventuring design and modules. I would like to have a general section of the world, or even the whole world maped out roughly. Remember whole sections of the world may never be used. I could have areas with different flavor campaigns if this is what is needed. My players and I never realy got into campaigns that wasn't based on historical Europe, so whole sections of the world with great flavor never needs to be detailed. Even Forgotten Realms is focused only on one continent with only minor variations in culture. I would like to have some of these other areas in case I wanted to have a one-shot in meso-american dinosaur valley. [/QUOTE]
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