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<blockquote data-quote="Mercurius" data-source="post: 5292009" data-attributes="member: 59082"><p>No, that's great and very clear, Frank/Ycore. I think your approach is pretty much what I'm going for. I'm not a video game player, but it reminds me a bit of one of those games where as you explore a map and go into a new area, a whole scene gets revealed, but only when your avatar can see it. It seems that this sort of "linear revelation" can correspond nicely with the usual "gradually coming into focus" approach of long-term worldbuilding, and it can--hopefully--became a dynamic and reciprocal process. And more so, it can be exciting for the DM because he or she doesn't necessarily know what's in the forest until the PCs get there.</p><p></p><p>I already have a basic template for a setting approximately 250-300,000 square miles, or a bit larger than the Iberian Peninsula. It is divided into five major regions plus my version of the Underdark; I have rough details of about a dozen towns and cities (it is very much a Points of Light style setting, so there are only about a dozen moderately sized settlements), the major political entities, deities, races and sub-races, as well as geographical areas like forests, mountains, marshes, etc. I don't have the details worked out or many personages yet and I have only ten or so major adventure hooks. What I feel I need to do now is something similar to what you mention: work on a bunch of scenarios that can be placed spontaneously.</p><p></p><p>But I really like the approach you mention of "riffing off of" a spontaneous detail and building future adventure seeds from that. I've always tried to employ that in principle but have found that since I've been mainly using pre-published adventures, I don't think of it as much or don't allow myself that freedom.</p><p></p><p>I'm thinking of adapting Ari Marmell's new Tomb of Horrors to my campaign as it seems open-ended enough and is about the right level (the PCs are 8th, almost 9th level, so are getting close). I like the idea of using a larger published campaign that I can alternate with smaller scenarios, and more so one that can be taken in bite-sized chunks.</p><p></p><p>p.s. Thanks for the image of the "dangling gory spine." <img src="http://www.enworld.org/forum/images/smilies/cry.png" class="smilie" loading="lazy" alt=":.-(" title="Cry :.-(" data-shortname=":.-(" /> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Mercurius, post: 5292009, member: 59082"] No, that's great and very clear, Frank/Ycore. I think your approach is pretty much what I'm going for. I'm not a video game player, but it reminds me a bit of one of those games where as you explore a map and go into a new area, a whole scene gets revealed, but only when your avatar can see it. It seems that this sort of "linear revelation" can correspond nicely with the usual "gradually coming into focus" approach of long-term worldbuilding, and it can--hopefully--became a dynamic and reciprocal process. And more so, it can be exciting for the DM because he or she doesn't necessarily know what's in the forest until the PCs get there. I already have a basic template for a setting approximately 250-300,000 square miles, or a bit larger than the Iberian Peninsula. It is divided into five major regions plus my version of the Underdark; I have rough details of about a dozen towns and cities (it is very much a Points of Light style setting, so there are only about a dozen moderately sized settlements), the major political entities, deities, races and sub-races, as well as geographical areas like forests, mountains, marshes, etc. I don't have the details worked out or many personages yet and I have only ten or so major adventure hooks. What I feel I need to do now is something similar to what you mention: work on a bunch of scenarios that can be placed spontaneously. But I really like the approach you mention of "riffing off of" a spontaneous detail and building future adventure seeds from that. I've always tried to employ that in principle but have found that since I've been mainly using pre-published adventures, I don't think of it as much or don't allow myself that freedom. I'm thinking of adapting Ari Marmell's new Tomb of Horrors to my campaign as it seems open-ended enough and is about the right level (the PCs are 8th, almost 9th level, so are getting close). I like the idea of using a larger published campaign that I can alternate with smaller scenarios, and more so one that can be taken in bite-sized chunks. p.s. Thanks for the image of the "dangling gory spine." :.-( :p [/QUOTE]
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