Day 3 sees us getting into the weeds a bit around the world building for this desert city! The upper city area is replaced by palm trees, and there’s a fun interlude where I go down the rabbit hole of palm trees, their fruit, and more! Overall I think the city comes out better than it was and actually has some supports to how people can survive there.
It’s always a good time when you realize that you’ve been missing out on consistent content. So I’m fixing that today! Today marked the start of a new mapping project, the Oasis City, and it was not intentional!
One of the big challenges around world building is the GM choice between restricting player choices by design or running a kitchen sink type world where anything and everything is available. So let’s dive into the complexities of this situation from the perspectives of both GMs and players.
You’ve done it. You’ve built a world for your next campaign and you’re dying to show it off. Then things go sideways. The players aren’t asking the right questions. They aren’t engaging with your lore. Instead of following your world’s cultures and ideas, they’re defaulting to stereotypes, tropes, and so on from the base game. You put a lot of work into this, and there’s seemingly no payoff in the game. It’s time to talk about communicating your world.
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