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| #1BetzlalelJun 26, 2014 21:00:16 | Hello friends. I got bored one night so I decided I would go ahead and share with the world the homebrew world I created. Please note that I have only been a DM for a few months. Making this world was the first thing I did as DM.
Yes, I know this was probably a terrible idea, but I didn't know any better.
Anyways, the basics behind my world are as follows:
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| #2DreamstryderJun 26, 2014 22:30:42 | That sounds fun! The class-themed settlements give players a way to immediately recognize the places' distinct flavor (also offering a clear jumping-off point for the DM to develop NPCs and adventure ideas in such locations), and the unexplored nature of the world is perfect for exploration and adventure.
You may want to avoid making the settled area in the center too long to cross, so that the party can easily pass from one adventure site to another. Keep in mind points of interest don't need to be far apart in the realms beyond, either; when there's something interesting and strange behind every hill and in every valley, it keeps the game captivating! Just be sure to keep some broad ideas of things in a radius of the party's base of operations (like you have) and a more specific idea of things within close traveling reach of the party. You'll probably get ideas organically as the campaign goes on; don't try to fill it all in at once.
The way I'd populate the place is to put a location of note every day’s worth of travel (this leaves room to insert other locations between them, like every hour of travel, etc, later). While traveling, you might see signs (a path, outlying ruins, smoke rising from a chimney, cave mouth, flocks of seagulls or pterosaurs, a hole in the ground), and only by following them can you find the place of note (tho' take a warning; it may be someplace you’d like to avoid: I wouldn't press past a row of heads on spikes or into hills carpeted in ogre skeletons). Places of note could be a monster lair, a mini-dungeon of 9 or less rooms, a cryptic statue or adventurer’s grave that has a puzzle to it or is just good for navigation or displaying a setting's culture, a smoking crater (where there’s no foraging to be done), a ghost-town, or airship wreckage.
As I said, journeying thru a region once needn't uncover everything to be seen there, either. The DM could later slip in new signs to new places when the party is venturing thru again, or monsters cleared out by the party in one location have moved into this one, changing encounters. This keeps even "old" regions mysterious and worth re-visiting or going thru to reach farther regions. |
| #3BetzlalelJul 01, 2014 17:00:17 |
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