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Too Much 'Design'?
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<blockquote data-quote="kitsune9" data-source="post: 4922368" data-attributes="member: 18507"><p>When you design stuff, the more details you want, the simpler they have to be if you want your players to be engaged and alert. Names of NPCs are a common example. If you design a history of the elven royal family and all the family members have this kind of name "Illyssinnathillquillon", your players are going to give you a big "Huh? Whatever, kill stuff." If I'm giving out names and places, I always go for the tried and true tropes like Shadowraven, Reaver, The Mist Ruins, The Dead Barrows, etc. The names are easy to spell, remember, and you can fill up your campaign world with the stuff and players will likely know. Sometimes it's better to say the Elven King Goldmist than to say the Elven King Illyssinnathillquillon. </p><p></p><p>Also, when you design and provide details, make an element stand out. Like if the PC's read a history of The Mist Ruins you can describe it as a series of towers shaped like gnarled fingers that barely pierce the veil of a dark fog. Everyone who knows what the word Ptolus is immediately associates it as the city with the dreaded spire that reaches up to the heavens. It's that spire that stands out.</p><p></p><p>The next thing is focus on the matter at hand. No need to detail the country next door if you're going to have an adventure where they are going in the opposite direction. When I write my mods, I only write the details for what the mods encompass and give them out in the form of handouts. That way it's with them.</p><p></p><p>Happy Gaming!</p></blockquote><p></p>
[QUOTE="kitsune9, post: 4922368, member: 18507"] When you design stuff, the more details you want, the simpler they have to be if you want your players to be engaged and alert. Names of NPCs are a common example. If you design a history of the elven royal family and all the family members have this kind of name "Illyssinnathillquillon", your players are going to give you a big "Huh? Whatever, kill stuff." If I'm giving out names and places, I always go for the tried and true tropes like Shadowraven, Reaver, The Mist Ruins, The Dead Barrows, etc. The names are easy to spell, remember, and you can fill up your campaign world with the stuff and players will likely know. Sometimes it's better to say the Elven King Goldmist than to say the Elven King Illyssinnathillquillon. Also, when you design and provide details, make an element stand out. Like if the PC's read a history of The Mist Ruins you can describe it as a series of towers shaped like gnarled fingers that barely pierce the veil of a dark fog. Everyone who knows what the word Ptolus is immediately associates it as the city with the dreaded spire that reaches up to the heavens. It's that spire that stands out. The next thing is focus on the matter at hand. No need to detail the country next door if you're going to have an adventure where they are going in the opposite direction. When I write my mods, I only write the details for what the mods encompass and give them out in the form of handouts. That way it's with them. Happy Gaming! [/QUOTE]
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