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<blockquote data-quote="MatthewJHanson" data-source="post: 5291570" data-attributes="member: 13968"><p>I think starting small and ambiguous is a good way to go. Your players don't actually need to know where something is until their characters plan to go there.</p><p></p><p>Also, unless your your players are cartographers, they probably won't notice if your maps look contrived. They are more interested in exploring the cool dungeons than figuring whether your rivers run the same direction.</p><p></p><p>And if they do notice something, work with it.</p><p>Player 1: "Why is there a swamp on top of a mountain?"</p><p>DM: "You'll have to explore it to find out."</p><p>Payer 2: "Oh, maybe a powerful black dragon magically created the swamp to make the mountain feel more like home."</p><p>DM: "Maybe." [starts writing down notes]</p></blockquote><p></p>
[QUOTE="MatthewJHanson, post: 5291570, member: 13968"] I think starting small and ambiguous is a good way to go. Your players don't actually need to know where something is until their characters plan to go there. Also, unless your your players are cartographers, they probably won't notice if your maps look contrived. They are more interested in exploring the cool dungeons than figuring whether your rivers run the same direction. And if they do notice something, work with it. Player 1: "Why is there a swamp on top of a mountain?" DM: "You'll have to explore it to find out." Payer 2: "Oh, maybe a powerful black dragon magically created the swamp to make the mountain feel more like home." DM: "Maybe." [starts writing down notes] [/QUOTE]
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