Archived from groups: alt.games.adnd (
More info?)
"J.O. Aho" <user@example.net> wrote in message
news:c55dgb$2ntptd$1@ID-130698.news.uni-berlin.de...
> Kaynith wrote:
> > Is it better to build small areas in detail and them put them all
togeather
> > or to create the entire world, and then design in detail?
>
> Everything depnds on how you do handle your NPCs, but I think it's always
good
> to make the base design of the world where you place the most important
> objects, then design the areas where the campaign will start and of course
the
> areas closest around.
>
> If you have got this far, then you need "only" create new areas a bit
ahead of
> time when needed.
>
> But of course the best is to create the whole world, it's history first,
this
> way you don't have to just make up important information on the fly during
the
> gameplay.
This is good advice. When I go about creating a world I start with some
basic ideas and then build the framework - worldmap larger than they are
likely to travel in within the first year, some major characters and of
course cities and towns. I then build incrementally and thematically. So if
I have a quest or mission then I identify where that will take them, I note
anything along the way that might distract them (sometimes working
distractions from things I don't want to develop yet). The biggest
distractions that I feel you should prepare are cities and towns -
adventurers usually want to replenish their stocks. So basically I jot out a
few notes about each city or town near their current mission. I rate the
likelyhood of things like magic shops, weaponssmiths, leather workers, etc.
Then go on to flesh the rest of the mission out (dungeon, keep, baddies,
etc.)
Each time they travel off in a direction I revisit and renew the
distractions until they are properly fleshed out. I can do this in tandem
with the adventure and it lets the settings evolve as the campaign evolves.
It also lets me weave plots and subplots into everything, which makes the
adventure more enjoyable for everyone. It also lets me spring up new sites
fairly easily within the current framework without arousing suspicions that
the site wasn't there to begin with.
Currently I have the worldmap 80% fleshed out in our current campaign, and
have some prep on the next chunk of worldmap. No shortage of adventure
(we've been playing this one for almost 2 years now I think).
peace,
Frank