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New campaign - risks on editing the map while playing?
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<blockquote data-quote="Baldurs_Underdark" data-source="post: 7898752" data-attributes="member: 6880355"><p>Hey all, I am writing up a new world setting for a potential campaign. I love running sandboxes, but I am not sure if this is too open.</p><p></p><p>I have created so far: </p><p>1. A map of continents with some continental drift (randomly chosen by me), from which logically follows where the mountain ranges are. From mountains run rivers which create plains. This created an overall <s>map</s> sketch of the world's continents.</p><p>2. A set of important locations (about 15), scattered through the world. These are just dots on the world map with a name. No details yet. Most likely these are (ruins of) capital cities.</p><p>3. A detailed map of 4 villages near one of these capitals, where the adventure will start. </p><p>4. Even more details of the village where the PCs will be living at the start of session 1. The village has a detailed map, and a set of NPCs. I will create at least one plot hook here.</p><p>5. Decision that the pantheon is the standard Forgotten Realms pantheon (cannot be bothered to design my own).</p><p>6. Decision that there are vast areas dominated by undead. Undead have crushed most empires and the "living lands" inhabited by non-undead are actually a minority now.</p><p>7. Some mechanics (homebrew) how undead act, where they rise and some background why there are so many. </p><p></p><p>What I don't have:</p><p>1. A final decision on the main plot for the players. Not sure if I want them to defeat all undead, only create a safe area or even just escape to a safe area that they may discover. I want to listen to the players what they'd like to do. I'll have NPCs ask them what they want to do, and throw challenges at them that force decisions (fight or flight).</p><p>2. I have only one or two plot hooks that will force the adventurers to enter the lands of the undead. After that I don't know what will happen.</p><p>3. A decision how many sessions we can play in this setting. </p><p>4. (Whatever I overlooked or forgot)?</p><p></p><p>Of course, I will start with a proper "session zero" to explain my players what is the setting, what general knowledge they have (they will get limited maps of the local area, description of the village where they all live, and info up front that they will be dealing with hordes of undead), so they can make an informed decision on the class/race they will play. Obviously some classes may be better than others in this campaign.</p><p></p><p>Any <em>risks</em> in starting a campaign with so much (maps, plot) open for editing during the campaign? Can you advise on anything that I overlooked, or that I may leave out?</p></blockquote><p></p>
[QUOTE="Baldurs_Underdark, post: 7898752, member: 6880355"] Hey all, I am writing up a new world setting for a potential campaign. I love running sandboxes, but I am not sure if this is too open. I have created so far: 1. A map of continents with some continental drift (randomly chosen by me), from which logically follows where the mountain ranges are. From mountains run rivers which create plains. This created an overall [S]map[/S] sketch of the world's continents. 2. A set of important locations (about 15), scattered through the world. These are just dots on the world map with a name. No details yet. Most likely these are (ruins of) capital cities. 3. A detailed map of 4 villages near one of these capitals, where the adventure will start. 4. Even more details of the village where the PCs will be living at the start of session 1. The village has a detailed map, and a set of NPCs. I will create at least one plot hook here. 5. Decision that the pantheon is the standard Forgotten Realms pantheon (cannot be bothered to design my own). 6. Decision that there are vast areas dominated by undead. Undead have crushed most empires and the "living lands" inhabited by non-undead are actually a minority now. 7. Some mechanics (homebrew) how undead act, where they rise and some background why there are so many. What I don't have: 1. A final decision on the main plot for the players. Not sure if I want them to defeat all undead, only create a safe area or even just escape to a safe area that they may discover. I want to listen to the players what they'd like to do. I'll have NPCs ask them what they want to do, and throw challenges at them that force decisions (fight or flight). 2. I have only one or two plot hooks that will force the adventurers to enter the lands of the undead. After that I don't know what will happen. 3. A decision how many sessions we can play in this setting. 4. (Whatever I overlooked or forgot)? Of course, I will start with a proper "session zero" to explain my players what is the setting, what general knowledge they have (they will get limited maps of the local area, description of the village where they all live, and info up front that they will be dealing with hordes of undead), so they can make an informed decision on the class/race they will play. Obviously some classes may be better than others in this campaign. Any [I]risks[/I] in starting a campaign with so much (maps, plot) open for editing during the campaign? Can you advise on anything that I overlooked, or that I may leave out? [/QUOTE]
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