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<blockquote data-quote="Katerek" data-source="post: 1737513" data-attributes="member: 5193"><p>The Ray Winninger articles taught me a lot. I rule my campaign design with the First Rule of Dungeoncraft: Never force yourself to create more than you must.</p><p></p><p>Also, the MMS:Ecology and Culture is one of the best books ever written on world design. This book should be considered the must have for all GMs starting out on world creation. It takes alot of the ideas first present in the 2nd edition World Builder's Guidebook and expounds on them to a fantastic level of detail. Beyond phenomenal stuff there.</p><p></p><p>One trick I have used in the past when pinched for time though is to find a module or something geared towards low level parties. Preferably one that I am intimately familiar with that I know my current group hasn't played and run that. As I am running that, I will build the world out from there always staying about three steps ahead of the campaign progression. I have done this to great effect on two separate occasions with The Sinister Secret of Salt Marsh and the Temple of Elemental Evil.</p><p></p><p>Of course another option is to just take a prefab world and change it as you see fit as you go along. My advise here would be to choose a setting that none of you players are intimately familiar with, that way you can avoid rules lawyering in regards to setting details.</p><p></p><p>Good luck.</p></blockquote><p></p>
[QUOTE="Katerek, post: 1737513, member: 5193"] The Ray Winninger articles taught me a lot. I rule my campaign design with the First Rule of Dungeoncraft: Never force yourself to create more than you must. Also, the MMS:Ecology and Culture is one of the best books ever written on world design. This book should be considered the must have for all GMs starting out on world creation. It takes alot of the ideas first present in the 2nd edition World Builder's Guidebook and expounds on them to a fantastic level of detail. Beyond phenomenal stuff there. One trick I have used in the past when pinched for time though is to find a module or something geared towards low level parties. Preferably one that I am intimately familiar with that I know my current group hasn't played and run that. As I am running that, I will build the world out from there always staying about three steps ahead of the campaign progression. I have done this to great effect on two separate occasions with The Sinister Secret of Salt Marsh and the Temple of Elemental Evil. Of course another option is to just take a prefab world and change it as you see fit as you go along. My advise here would be to choose a setting that none of you players are intimately familiar with, that way you can avoid rules lawyering in regards to setting details. Good luck. [/QUOTE]
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