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*TTRPGs General
Worldbuilding: How far should things be?
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<blockquote data-quote="Lackofname" data-source="post: 8117853" data-attributes="member: 87598"><p>My specific situation is I'm creating a setting that can either handle hexcrawl/exploration, or town building/diplomacy/etc. There is very clearly a Starter Zone, that has been intentionally, in-game, walled off from a much larger area.</p><p></p><p>And I don't know how big to make the starter zone. I don't know what makes sense, given the locales I want to put, how many races is believable (and how many villages each race should have) before the place gets too crowded, too contrived. How I can have ruins here and a dungeon there and the local tribes not tripping over all the adventure sites, how many "lost and forgotten X" is believable until it seems every few miles has something lost to time and foilage. Pf's Kingmaker has "one thing" every 12 miles, and that feels a bit too spread out, but <em>I don't know</em>.</p><p></p><p>The Wall is an important thing. It is a very clear landmark. I have always thought "The Wall should be 2 days travel through dense jungle from Home Base." Because I'm thinking the PCs will probably want to go back and forth between the Wall and Home base once they discover it, start going over the wall into the Serious area, etc, but still manage to get back to Home Base reasonably--and have incentive to shorten that travel time by carving a path/road, or negotiating with a river spirit for swift travel. I did some calculations using Kingmaker, and it came out that 2 days through dense jungle = 30 miles.</p><p></p><p>But then I look at other settings, and the distances they got going, and wonder if 2 days/30 miles is laughable.</p><p></p><p>I want players to explore. But the further distances are between Home Base and X, the less likely they'll dive into uncharted bush. And long travel times might make future adventures tougher, when time is a factor.</p></blockquote><p></p>
[QUOTE="Lackofname, post: 8117853, member: 87598"] My specific situation is I'm creating a setting that can either handle hexcrawl/exploration, or town building/diplomacy/etc. There is very clearly a Starter Zone, that has been intentionally, in-game, walled off from a much larger area. And I don't know how big to make the starter zone. I don't know what makes sense, given the locales I want to put, how many races is believable (and how many villages each race should have) before the place gets too crowded, too contrived. How I can have ruins here and a dungeon there and the local tribes not tripping over all the adventure sites, how many "lost and forgotten X" is believable until it seems every few miles has something lost to time and foilage. Pf's Kingmaker has "one thing" every 12 miles, and that feels a bit too spread out, but [i]I don't know[/i]. The Wall is an important thing. It is a very clear landmark. I have always thought "The Wall should be 2 days travel through dense jungle from Home Base." Because I'm thinking the PCs will probably want to go back and forth between the Wall and Home base once they discover it, start going over the wall into the Serious area, etc, but still manage to get back to Home Base reasonably--and have incentive to shorten that travel time by carving a path/road, or negotiating with a river spirit for swift travel. I did some calculations using Kingmaker, and it came out that 2 days through dense jungle = 30 miles. But then I look at other settings, and the distances they got going, and wonder if 2 days/30 miles is laughable. I want players to explore. But the further distances are between Home Base and X, the less likely they'll dive into uncharted bush. And long travel times might make future adventures tougher, when time is a factor. [/QUOTE]
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