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How to Design a Village in 5 Easy Steps
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<blockquote data-quote="Challenger RPG" data-source="post: 7653243" data-attributes="member: 6701020"><p>@<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=128" target="_blank">Mishihari Lord</a></u></strong></em> : Thanks. I think that's a good idea. If brigands constantly wander through the town it's a lot different that soldiers marching through all the time. Also, it would give some indication of what modes of transport are available (boats, carriages, etc.).</p><p></p><p> @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=3192" target="_blank">howandwhy99</a></u></strong></em> : Ha ha, yes, that's probably true. Breaking things up is definitely doable. I've also seen some GMs who waste a lot of time with minor details when they could be interacting with the players. Use correctly, I know what you mean, and it could be really effective for a great game.</p><p></p><p>If the GM was keeping track, I'm sure it would be highly effective in getting players to start keeping track of basic supplies like torches and arrows. I might just have to try that out sometime. Usually I just ask "Did you bring torches?" and the players all look kind of miffed and say, "No." It's pretty funny, actually.</p><p></p><p>I guess I should say that "I do" run games where I plan almost everything out beforehand. All of my best adventures I tend to do a heck of a lot of prep work. Maps, NPCs, strategies, locations, treasures, room descriptions, etc. It's a style of game I really enjoy and the players like the challenge of going up against something static and well-planned.</p><p></p><p>I've even been known to write down all the characters names and vital statistics on occasion.</p><p></p><p>Other times, I just wing everything and have fun anyway. I think it's just part of my life getting more busy. For big games, I still tend to do a lot of planning and prep work. I think I just intrinsically sense that it makes the game that much better and more polished. If you put more work and thought in, the game tends to run that much smoother.</p><p></p><p>I haven't truly tracked my players all that well for a while. I used to do it a lot more, but nowadays I'm just as liable to say something like, "You want all basic equipment, okay, you've got it, mark off 20 gold."</p><p></p><p>For the record, some of the absolute best adventures I've ever played were original D&D. I still think it's classic and awesome. The simplicity and power are great. I even think a few of the elements in the rules work better than the modern RPGs out there. </p><p></p><p>While I've powergamed a number of 'newer' characters, I don't recall ever having a truly game-breaking 1e character. I think it probably had to do with the fact that I spent most of my time 1st level and never got anywhere near high level enough to be truly powerful.</p><p></p><p>Your character also tended to be a lot weaker so you had to play that much better as a player. Even Fighters couldn't be kill-maniacs if they intended to live that long. One chance sword blow could kill just about any 1st level character. </p><p></p><p>Even as far as 3rd and 4th edition, I was still running basic D&D games, and one of them is still one of my favorites. There must have been about ten characters and only 1 survived the adventure and he lost an arm. That adventure was so fun, everyone still recalls it fondly. That sort of thing just doesn't seem to happen that much anymore. Not saying I'm over-fond of wiping out parties, but how it happened, everyone thought it was pretty hilarious and the one guy who survived was tickled pink.</p><p></p><p> @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=6683099" target="_blank">dd.stevenson</a></u></strong></em> : Cool, thanks for sharing the links! That's pretty neat. I don't think I've ever seen anything quite like that before.</p></blockquote><p></p>
[QUOTE="Challenger RPG, post: 7653243, member: 6701020"] @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=128"]Mishihari Lord[/URL][/U][/B][/I] : Thanks. I think that's a good idea. If brigands constantly wander through the town it's a lot different that soldiers marching through all the time. Also, it would give some indication of what modes of transport are available (boats, carriages, etc.). @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=3192"]howandwhy99[/URL][/U][/B][/I] : Ha ha, yes, that's probably true. Breaking things up is definitely doable. I've also seen some GMs who waste a lot of time with minor details when they could be interacting with the players. Use correctly, I know what you mean, and it could be really effective for a great game. If the GM was keeping track, I'm sure it would be highly effective in getting players to start keeping track of basic supplies like torches and arrows. I might just have to try that out sometime. Usually I just ask "Did you bring torches?" and the players all look kind of miffed and say, "No." It's pretty funny, actually. I guess I should say that "I do" run games where I plan almost everything out beforehand. All of my best adventures I tend to do a heck of a lot of prep work. Maps, NPCs, strategies, locations, treasures, room descriptions, etc. It's a style of game I really enjoy and the players like the challenge of going up against something static and well-planned. I've even been known to write down all the characters names and vital statistics on occasion. Other times, I just wing everything and have fun anyway. I think it's just part of my life getting more busy. For big games, I still tend to do a lot of planning and prep work. I think I just intrinsically sense that it makes the game that much better and more polished. If you put more work and thought in, the game tends to run that much smoother. I haven't truly tracked my players all that well for a while. I used to do it a lot more, but nowadays I'm just as liable to say something like, "You want all basic equipment, okay, you've got it, mark off 20 gold." For the record, some of the absolute best adventures I've ever played were original D&D. I still think it's classic and awesome. The simplicity and power are great. I even think a few of the elements in the rules work better than the modern RPGs out there. While I've powergamed a number of 'newer' characters, I don't recall ever having a truly game-breaking 1e character. I think it probably had to do with the fact that I spent most of my time 1st level and never got anywhere near high level enough to be truly powerful. Your character also tended to be a lot weaker so you had to play that much better as a player. Even Fighters couldn't be kill-maniacs if they intended to live that long. One chance sword blow could kill just about any 1st level character. Even as far as 3rd and 4th edition, I was still running basic D&D games, and one of them is still one of my favorites. There must have been about ten characters and only 1 survived the adventure and he lost an arm. That adventure was so fun, everyone still recalls it fondly. That sort of thing just doesn't seem to happen that much anymore. Not saying I'm over-fond of wiping out parties, but how it happened, everyone thought it was pretty hilarious and the one guy who survived was tickled pink. @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=6683099"]dd.stevenson[/URL][/U][/B][/I] : Cool, thanks for sharing the links! That's pretty neat. I don't think I've ever seen anything quite like that before. [/QUOTE]
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