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The many types of Sandboxes and Open-World Campaigns
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<blockquote data-quote="overgeeked" data-source="post: 8653078" data-attributes="member: 86653"><p>Right. And the good kind of faking it would be to simply say a name and write it down for later. This is why lists and random tables are awesome. I split the difference. I prep the world as much as it needs to be to exist in a semi-solid state at the point of player contact, but specifics exist in a weird kind of quantum flux the further from the PCs it is. I have a map with terrain. But I don't have place names for anything outside of where the PCs currently are or have been previously. So too with NPC names, organizations, etc. I don't need it until I need it. I know some vague stuff like here be dragons, orc tribes in the middle, the swamps are fanatasy @#$%ing Vietnam, etc. Lists and random generators to the rescue. "What's that guard's name?" I look on my list, find the first not crossed off name and say it, cross it off the list, and write it down in my notes. Guard at X location is named Y. It doesn't matter until it matters.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8653078, member: 86653"] Right. And the good kind of faking it would be to simply say a name and write it down for later. This is why lists and random tables are awesome. I split the difference. I prep the world as much as it needs to be to exist in a semi-solid state at the point of player contact, but specifics exist in a weird kind of quantum flux the further from the PCs it is. I have a map with terrain. But I don't have place names for anything outside of where the PCs currently are or have been previously. So too with NPC names, organizations, etc. I don't need it until I need it. I know some vague stuff like here be dragons, orc tribes in the middle, the swamps are fanatasy @#$%ing Vietnam, etc. Lists and random generators to the rescue. "What's that guard's name?" I look on my list, find the first not crossed off name and say it, cross it off the list, and write it down in my notes. Guard at X location is named Y. It doesn't matter until it matters. [/QUOTE]
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