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General Tabletop Discussion
*Pathfinder & Starfinder
How to use pregenerated material for own inspiration?
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<blockquote data-quote="Sunseeker" data-source="post: 6279510"><p>Depending on how "full" the world you're starting with is there are simple things:</p><p></p><p>Add stuff to an area of the world-map that is fairly unused. The world gives you naming conventions (so you'll know if a town called "Rock Ridge" is more fitting than "Alleria" or if people would be more likely to call something the "Desert of Despair" or "Queens Wastes"), and it also gives you "common knowledge" your players can know about the world without you having to develop it yourself.</p><p></p><p>Alternate histories are fun, but much more work. Pick an area, and say, 100 years ago an evil lich took over the kingdom instead of the honorable knight. How would the world be different for it? This depends on how well connected the city is and how much of the map it takes up.</p><p></p><p>As a bit of a hybrid of the two, you can repurpose areas. So, instead of a tropical jungle, you have a desert. How are the people and world different for it?</p><p></p><p>Of course, you can go much more basic than this, but these are the basic techniques for modifying existing content to make something more "yours". Eventually you've altered enough of the world to make it lose it's resemblance to the source material. At the most basic, you can use a world to gauge how far mountains should be from deserts, how far apart major cities are, how towns become fewer and smaller the further you get from a major port or city, the types of farming that take place near a forest as opposed to near an ocean.</p><p></p><p>Even a map of the real world from say, 1000ad can be a good idea of what a fantasy world might look like. And fantasy "what if magic/elves/dragons existed..." Earth's can be fun too.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 6279510"] Depending on how "full" the world you're starting with is there are simple things: Add stuff to an area of the world-map that is fairly unused. The world gives you naming conventions (so you'll know if a town called "Rock Ridge" is more fitting than "Alleria" or if people would be more likely to call something the "Desert of Despair" or "Queens Wastes"), and it also gives you "common knowledge" your players can know about the world without you having to develop it yourself. Alternate histories are fun, but much more work. Pick an area, and say, 100 years ago an evil lich took over the kingdom instead of the honorable knight. How would the world be different for it? This depends on how well connected the city is and how much of the map it takes up. As a bit of a hybrid of the two, you can repurpose areas. So, instead of a tropical jungle, you have a desert. How are the people and world different for it? Of course, you can go much more basic than this, but these are the basic techniques for modifying existing content to make something more "yours". Eventually you've altered enough of the world to make it lose it's resemblance to the source material. At the most basic, you can use a world to gauge how far mountains should be from deserts, how far apart major cities are, how towns become fewer and smaller the further you get from a major port or city, the types of farming that take place near a forest as opposed to near an ocean. Even a map of the real world from say, 1000ad can be a good idea of what a fantasy world might look like. And fantasy "what if magic/elves/dragons existed..." Earth's can be fun too. [/QUOTE]
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