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Why Critical Role is so successful...
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<blockquote data-quote="Imaculata" data-source="post: 8068161" data-attributes="member: 6801286"><p>Exploration has always been at the heart of all my campaigns. The rest is filler. I imagine my players to be visitors of a themepark. Each village or locale they visit, is another Disneyland. I fill those areas with sights to explore. One of the wonderful things about running a D&D campaign, is showing how weird and wonderful this fantasy world can be.</p><p></p><p><img src="https://images-na.ssl-images-amazon.com/images/I/711eeeeIHwL._AC_SL1050_.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>It's kind of like visiting Diagon Alley. Wherever you go, wherever you look, there are strange and wonderous things to see. Behind every window, around every corner... A world filled with wonder. I want my players to have that sense of awe when they explore. There are no generic medieval towns that look 'just like another town'. They are all unique. While this does mean a lot more preparation, I think DM's would do well to care about their world to this degree.</p><p></p><p>If the players visit a townsquare, think about what it is called, and why. Is there a statue there, of a local saint perhaps? Can the players inquire about this saint? Does the square tie into the plot some how? This is the level of detail I aim for with my campaigns. The more cross connections you can get in there, that tie the location to other plots in the campaign, the better and more memorable it will be.</p><p></p><p>If the players visit a magicshop, what does it look and smell like? Does it perhaps look very different from other buildings, or have quirky features on the inside and outside? What wonderous things are on display behind the store window? Which things does the store owner refuse to sell? Just this detail alone will make those shopping trips a whole lot more interesting to play out.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 8068161, member: 6801286"] Exploration has always been at the heart of all my campaigns. The rest is filler. I imagine my players to be visitors of a themepark. Each village or locale they visit, is another Disneyland. I fill those areas with sights to explore. One of the wonderful things about running a D&D campaign, is showing how weird and wonderful this fantasy world can be. [IMG]https://images-na.ssl-images-amazon.com/images/I/711eeeeIHwL._AC_SL1050_.jpg[/IMG] It's kind of like visiting Diagon Alley. Wherever you go, wherever you look, there are strange and wonderous things to see. Behind every window, around every corner... A world filled with wonder. I want my players to have that sense of awe when they explore. There are no generic medieval towns that look 'just like another town'. They are all unique. While this does mean a lot more preparation, I think DM's would do well to care about their world to this degree. If the players visit a townsquare, think about what it is called, and why. Is there a statue there, of a local saint perhaps? Can the players inquire about this saint? Does the square tie into the plot some how? This is the level of detail I aim for with my campaigns. The more cross connections you can get in there, that tie the location to other plots in the campaign, the better and more memorable it will be. If the players visit a magicshop, what does it look and smell like? Does it perhaps look very different from other buildings, or have quirky features on the inside and outside? What wonderous things are on display behind the store window? Which things does the store owner refuse to sell? Just this detail alone will make those shopping trips a whole lot more interesting to play out. [/QUOTE]
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