mrcj
Journeyman Douchebag
Posts: 173
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Post by mrcj on Nov 21, 2015 9:57:54 GMT -8
Fitting elements of setting topography of the campaign to the story that you want to tell.
Example in the Eldemy campaign, the story is not about survival in the desert, there are other more important story elements going on there.
Another story could take the desert time to a more granular level in, for example, three different ways:
1. Unique topographic effects: A good sand storm. What would happen if you are on that carpet (or on the ground) and you see that dark brown line on the horizon getting larger and larger. Add to that the wild temperature fluctuation from 140 in the afternoon to 40 in the night.
2. Effects of the climate on the characters: Risk of getting lost. Along with that supplies and water rationing, queue the Gygax resource quote. Heat illnesses from getting dehydrated.
3. The carpet: That carpet adds another dimension, a third dimension, and the last episode I think it was mentioned an elevation of 5,000 feet. That is way up there, on the low end of "high elevation" not in he kill zone yet. But high enough to feel the affects of decreased oxygen and atmospheric pressure. Aside from the dragon I don't remember hearing of any other flying creatures or enemies, which would make an interesting scenario. What happens if it gets hit with a flaming arrow?
I'm using the desert as an example but this could be true for any climate setting, mountains, jungle, forest, swamp etc. each with their own unique challenges.
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ino
Initiate Douchebag
Posts: 27
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Post by ino on Nov 23, 2015 23:03:51 GMT -8
I often enjoy using the setting's topography as an aspect of my campaign. It can add different flavors and elements, such as cultures, environmental effects, regional flora and fauna, etc.
In my current fantasy campaign, I made a massive planet with towns spaced weeks away from each other to isolate areas the characters would go in. The known world takes place on a long coast, next long mountain range with a stretch of plains in the middle. North are cold dry forests leading to a glacial wall, south of the mountain range is a wet humid forest. The mountain range has many passes and canyons that lead to a massive desert on the other side.
I described the mountain towns as more of a western/Frontier feel, with many new towns and spots for ambushes. The grasslands hold various kingdoms and different political regions. The north forest are mystical and haunted, while the souther forest hold many ruins to explore. The party can involve themselves in politics, go dungeon diving in the south, monster hunting in the north, or fight for survival in the mountains or deserts.
Each area has a unique set of cultures and inhabitants. Orc marauders on horseback in the desert feel different than the tribal ambush jungle orcs to the south. The lawlessness in the mountain range contrasts with the strict social cultures in the large grassland cities.
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