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General Tabletop Discussion
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Setting Design vs Adventure Prep
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<blockquote data-quote="rounser" data-source="post: 3440134" data-attributes="member: 1106"><p>That doesn't explain the Wilderlands, which are much more exploration-oriented than the macro-level stuff that usually passes for setting design. Wilderlands has much more in common with an adventure (it's a big wilderness dungeon) than said macro design.</p><p></p><p>Similarly, something like the Secret of Bone Hill is much more exploration oriented to me than the entire World of Greyhawk, as run from the boxed set, because there's actually something to find in that (much much smaller) wilderness. I remember someone likening GH's 30 mile hexes to "howling voids", which is rather apt. In defense of GH, at least it has the hexes so that it <em>could</em> be populated with areas of interest if the DM was so inclined.</p><p></p><p>But you won't have a "uniquely flavoured" +1 sword until you design it on a micro level. So why not cut out the middle man and just make the sword, making it unique in the process? You don't need macro design to do that.</p><p></p><p>This beats spending a great deal of your effort on macro level stuff which the players never interact with, because there isn't enough time and attention left to give the low level stuff the necessary TLC to run a good game.</p><p></p><p>Interesting. It suggests that there's no point in preparing encounter-level stuff for such a group, unless it's very generic (and so can be moved all around the world as necessary, based on the whim of where the PCs decide to go today). Almost pure improvisation seems to be demanded.</p></blockquote><p></p>
[QUOTE="rounser, post: 3440134, member: 1106"] That doesn't explain the Wilderlands, which are much more exploration-oriented than the macro-level stuff that usually passes for setting design. Wilderlands has much more in common with an adventure (it's a big wilderness dungeon) than said macro design. Similarly, something like the Secret of Bone Hill is much more exploration oriented to me than the entire World of Greyhawk, as run from the boxed set, because there's actually something to find in that (much much smaller) wilderness. I remember someone likening GH's 30 mile hexes to "howling voids", which is rather apt. In defense of GH, at least it has the hexes so that it [i]could[/i] be populated with areas of interest if the DM was so inclined. But you won't have a "uniquely flavoured" +1 sword until you design it on a micro level. So why not cut out the middle man and just make the sword, making it unique in the process? You don't need macro design to do that. This beats spending a great deal of your effort on macro level stuff which the players never interact with, because there isn't enough time and attention left to give the low level stuff the necessary TLC to run a good game. Interesting. It suggests that there's no point in preparing encounter-level stuff for such a group, unless it's very generic (and so can be moved all around the world as necessary, based on the whim of where the PCs decide to go today). Almost pure improvisation seems to be demanded. [/QUOTE]
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