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World Building: Army building
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<blockquote data-quote="Lanefan" data-source="post: 9052216" data-attributes="member: 29398"><p>The problem I've found with this approach is the conflict between a) trying to get this stuff done before play begins and b) not knowing whether the PCs will stay put in-around the starting town or take off to somewhere else after the first adventure.</p><p></p><p>One thing I have learned, though: even if they start in a small town, put some detail into the biggest city or cities in the region 'cause it's ironclad sure that's where they'll end up at some point be it for research, item commissioning, training, recruiting, treasury liquidation, or whatever.</p><p></p><p>You're not wrong here, but I also recommend having a vague world-level or at least continent-level view of things right from the start in order to keep the smaller-scale stuff consistent with itself.</p><p></p><p>A very simple example: if you want the starting town to be a stereotypical medieval-European farming village, that already says your village is in temperate latitudes, has year-round available water from river, rain, or both, and probably indicates the world has a tilted axis to give seasons; all of which means you can't really place a Sahara-desert-set adventure ten miles down the road without building in some serious hows and whys.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9052216, member: 29398"] The problem I've found with this approach is the conflict between a) trying to get this stuff done before play begins and b) not knowing whether the PCs will stay put in-around the starting town or take off to somewhere else after the first adventure. One thing I have learned, though: even if they start in a small town, put some detail into the biggest city or cities in the region 'cause it's ironclad sure that's where they'll end up at some point be it for research, item commissioning, training, recruiting, treasury liquidation, or whatever. You're not wrong here, but I also recommend having a vague world-level or at least continent-level view of things right from the start in order to keep the smaller-scale stuff consistent with itself. A very simple example: if you want the starting town to be a stereotypical medieval-European farming village, that already says your village is in temperate latitudes, has year-round available water from river, rain, or both, and probably indicates the world has a tilted axis to give seasons; all of which means you can't really place a Sahara-desert-set adventure ten miles down the road without building in some serious hows and whys. [/QUOTE]
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