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Cake day: June 20th, 2023

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  • Consider shrinking your scale. There’s an impulse to draw entire worlds or continents, but then you feel obliged to operate at that scale. The “Known world” of my players for the last 3 campaigns is roughly the size of Florida, and they don’t even see all of it, not by a long shot. In those 4 campaigns, they:

    1. Traveled from the capital to the border and back again
    2. Settled a valley on the border
    3. Sailed up and down the coast And that represents 12 years of gaming! It’s only the campaign I’m prepping now where they are going to explore the other side of the mountains…another chunk of land roughly the size of Florida :P








  • It’s called Theatre of the Mind. I’ve definitely done it, and it has it’s advantages (cheap, lower prep time) but I don’t favor it nowadays. Especially in my last campaign, a swashbuckling pirate adventure, I tried to always have at least some kind of visual aid, because it’s critical to that swashbuckling feel - the players can’t swing from the chandelier if they don’t know there’s a chandelier.







  • Training my players to constantly make perception checks is the last thing I want to do. Nothing bogs down a game faster. If there’s no point in rolling the dice, don’t make them roll. If you’re worried that calling for a roll will make them metagame paranoid, call for an occasional pointless roll, don’t make it a constant expectation.