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<blockquote data-quote="Janx" data-source="post: 1445257" data-attributes="member: 8835"><p>Worlds generally get big because a number of PC questions get asked:</p><p>where's my character from?</p><p>what gods does my cleric worship?</p><p>Is anybody not from here?</p><p>What god does that wierd guy worship?</p><p>Where's the nearest town?</p><p>Where's the nearest town that actually has crap I want to buy?</p><p></p><p>Just the where's my character from gets into what races or cultures do you let the players choose, as well as what races and cultures are the NPCs your throwing in. Not everybody can be "from this small town of homlet".</p><p></p><p>In my game, I ended up making a country for each main PC race, as well as some countries for the monster races (thri-kreen, etc.). I drew my world map, the assigned areas to each country. I kept the low-level monster races (orcs, kobolds, goblins, etc) as raiders/pirates just so I could stuff them into any encounter I wanted.</p><p></p><p>My game has the PCs serving on a ship that travels from port to port. Thus, the players don't get used to any island, but they do see a lot of areas as the ship patrols the islands.</p><p></p><p>The result is, I need a world map of minimal detail, and a detailed map for various islands I might use. I can't name a specific island that the elves are from, but I can point to an area on the map and say they own it.</p><p></p><p>To make matters more fun, the players are all human, and have only been given a fraction of the big map (the sum of all human knowledge).</p><p></p><p>But, that's how big worlds get created, and why DMs tend to make them.</p><p></p><p>Janx</p></blockquote><p></p>
[QUOTE="Janx, post: 1445257, member: 8835"] Worlds generally get big because a number of PC questions get asked: where's my character from? what gods does my cleric worship? Is anybody not from here? What god does that wierd guy worship? Where's the nearest town? Where's the nearest town that actually has crap I want to buy? Just the where's my character from gets into what races or cultures do you let the players choose, as well as what races and cultures are the NPCs your throwing in. Not everybody can be "from this small town of homlet". In my game, I ended up making a country for each main PC race, as well as some countries for the monster races (thri-kreen, etc.). I drew my world map, the assigned areas to each country. I kept the low-level monster races (orcs, kobolds, goblins, etc) as raiders/pirates just so I could stuff them into any encounter I wanted. My game has the PCs serving on a ship that travels from port to port. Thus, the players don't get used to any island, but they do see a lot of areas as the ship patrols the islands. The result is, I need a world map of minimal detail, and a detailed map for various islands I might use. I can't name a specific island that the elves are from, but I can point to an area on the map and say they own it. To make matters more fun, the players are all human, and have only been given a fraction of the big map (the sum of all human knowledge). But, that's how big worlds get created, and why DMs tend to make them. Janx [/QUOTE]
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