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<blockquote data-quote="Vraille Darkfang" data-source="post: 2624261" data-attributes="member: 16989"><p>Two ways of doing it.</p><p></p><p>1. Start Big and work your way down to the details.</p><p></p><p>2. Start Small & work your way up.</p><p></p><p>I prefer to use 1. as the world seems to fit together a lot better when you have a over-arching plan behind it. I've been designing my game world for years now. The players really like how everything come together.</p><p></p><p>Of course 1. takes a LONG time to design and massive amounts of what you design the players may never see. And all that energy spent on stuff the PC's will never see could have been used on the stuff they'll interact with on a regular basis.</p><p></p><p>Method 2 allows you to channel your work into those areas the PC's will interact with most (the region they are in). This lets you cram a lot of detail that the party can notice.</p><p></p><p>The best comprimise I've found is to draw a rough map/plot out the main features of your campaign world, then spend most of your time on the areas the PC's are in. Fill in the deatil as your party makes new discoveries or moves to new areas.</p><p></p><p>I've designed the eniter Solar System for my game world (which has had more in-game effects than you'd think) to the Menu of their favorite tavern. </p><p></p><p>In the end detail what's around the PC's, then work on those points of the world you WANT them to know (such as Kingdom B is the arch enemy of this kingdom, God W's followers to this, etc). You don't really NEED to plot out the major trade routes of every kingdom, but in may come in handy.</p><p></p><p>Also, do you plan on re-using this world. The more you use a world, the more band you get for your creative buck.</p></blockquote><p></p>
[QUOTE="Vraille Darkfang, post: 2624261, member: 16989"] Two ways of doing it. 1. Start Big and work your way down to the details. 2. Start Small & work your way up. I prefer to use 1. as the world seems to fit together a lot better when you have a over-arching plan behind it. I've been designing my game world for years now. The players really like how everything come together. Of course 1. takes a LONG time to design and massive amounts of what you design the players may never see. And all that energy spent on stuff the PC's will never see could have been used on the stuff they'll interact with on a regular basis. Method 2 allows you to channel your work into those areas the PC's will interact with most (the region they are in). This lets you cram a lot of detail that the party can notice. The best comprimise I've found is to draw a rough map/plot out the main features of your campaign world, then spend most of your time on the areas the PC's are in. Fill in the deatil as your party makes new discoveries or moves to new areas. I've designed the eniter Solar System for my game world (which has had more in-game effects than you'd think) to the Menu of their favorite tavern. In the end detail what's around the PC's, then work on those points of the world you WANT them to know (such as Kingdom B is the arch enemy of this kingdom, God W's followers to this, etc). You don't really NEED to plot out the major trade routes of every kingdom, but in may come in handy. Also, do you plan on re-using this world. The more you use a world, the more band you get for your creative buck. [/QUOTE]
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