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Ultimate Campaign - Creating a Kingdom
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<blockquote data-quote="wlmartin" data-source="post: 6332793" data-attributes="member: 6679380"><p>You make good words my dear sir!</p><p></p><p></p><p>I just love the way it works, it even gives you a district grid (sort of like a city block) that you plug your buildings into.</p><p>It always bothers me that i tell me PCs to walk into a district and its really just a sort of limbo with random rabitholes for stores. The last time I had a series of specific districts each with a selection of inns, shops, etc that made the players feel like they were actually visiting a place but really it was just letters on a page as the limbo feeling of floating from NPC to NPC was there with the flavor of a district or collection of similar buildings nearby. It didnt matter what position they were in.</p><p></p><p>With this system you actually flesh out WHERE the buildings are in relation to each other and although their are still some sizing factors etc, its still remarkably more accurate that sprawling some random shops along a rough street path for them to visit.</p><p></p><p>I can just see it now, i start off with a blank area and by the time the area is developed, i have a sprawling city with function and feel that has an actual map function because the city is built on a grid and the shops relate to each other, next-door, across the road, around the corner... all matter</p></blockquote><p></p>
[QUOTE="wlmartin, post: 6332793, member: 6679380"] You make good words my dear sir! I just love the way it works, it even gives you a district grid (sort of like a city block) that you plug your buildings into. It always bothers me that i tell me PCs to walk into a district and its really just a sort of limbo with random rabitholes for stores. The last time I had a series of specific districts each with a selection of inns, shops, etc that made the players feel like they were actually visiting a place but really it was just letters on a page as the limbo feeling of floating from NPC to NPC was there with the flavor of a district or collection of similar buildings nearby. It didnt matter what position they were in. With this system you actually flesh out WHERE the buildings are in relation to each other and although their are still some sizing factors etc, its still remarkably more accurate that sprawling some random shops along a rough street path for them to visit. I can just see it now, i start off with a blank area and by the time the area is developed, i have a sprawling city with function and feel that has an actual map function because the city is built on a grid and the shops relate to each other, next-door, across the road, around the corner... all matter [/QUOTE]
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