4 Comments

  1. Whipstache
    October 20, 2017 @ 6:13 pm

    I find this whole process really fascinating. It feels like you’re on track to end up with a really fun and creative product.

    My only thought at this point is that it’s starting to feel a lot more like an adventure book than a campaign setting. Just comparing it to the Tal’Dorei Campaign Setting (as it’s the most recent I’ve read through), there’s not a single note of any kind of adventure process. It’s literally just information about the world, and includes the mechanical bits that go with it: new PC backgrounds, monster/enemy stat blocks, magic items, etc.

    Do you still think “Campaign Setting” is the best title for what you’re making?

    Reply

  2. Craig MacC
    October 22, 2017 @ 7:23 pm

    I also find these to be fascinating reads every time! I like seeing how the campaign is being forged and built up. And railcrawl is a neat description for what you are building here! I always think that ‘railroading’ is a strange description of a single track adventure; railways are really complex with hundreds of junctions!

    I will take a look at Perilous Wilds, but I would also recommend you check out Critical Hit Publishing’s ‘Cinematic Environs: Survival’ – http://www.drivethrurpg.com/m/product/208668. It takes a really cool look at making travel challenging and interesting for your players.

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  3. Michael Kelsey
    November 9, 2017 @ 12:34 pm

    OK, I’m caught up (for now). And I think I’ve realized the difference between your drive to ‘not have anything published that isn’t used at the gaming table’ and my shared distaste for “random encounters.” Let me describe the difference.

    For you, it’s waste you’re trying to avoid. For me it’s the lack of logic or meaning that makes it unsatisfying as a GM/storyteller. I’m going to steal from the railroad metahpor that seems so prevalent. I would like to imagine your island as a model train environment. The turtlekin (I think I called them tortizens 😉 You can have that for free) run on a circuit around the island, living in the south, mating in the north like a model train running around the terrain. Inside are many moving gears and wheels within wheels. Little scenes with toy cars moving around a small town, people shopping, living their lives with their own motivations that make them act within the environment. With that model, the party is simply encountering existing wheels in motion. There aren’t “wandering monsters” they are going somewhere, they are fleeing a predator, they are searching for lunch. They have purpose and meaning. The party is interposing themselves into an existing environment that would run just fine without them, and their busting that cycle is the definition of the drama of story – and that’s the fun we’re all craving. environment >> disruption >> resolution = story

    So with my view, there would be many pieces that wouldn’t see table play, but with those gears whirring on the inside, what is seen is realistic, fun, and can be opened up for the players that like to “take things apart to see how they work.” That’s the kind of campaign I’m trying to put together myself – only I’m dealing with trading bands, economics, and how trade drives kingdoms and eventually conquest and conflict. But mine is too big a bite to chew and I’ve really enjoyed how you’ve honed it down by taking smaller chunks without the “mysterious mist” to enclose it all.

    Keep going, this is very enlightening. And enlightening = entertaining.

    Reply

  4. Let’s Build A Campaign: Talking Turtlekin – Loot The Room
    January 22, 2018 @ 11:01 am

    […] When I left off I was talking about something akin to a procedurally-generated hex crawl system, where I would populate the map with a couple of static sites and then build a system to allow GMs to quickly populate the rest of the map themselves with other pre-built Points of Discovery (PoD) and Points of Story (PoS) as the players explore. When stated like that it seems quite a large task, but as with any large creative project we can easily break this down into smaller chunks that add together into the more complex whole. So, let’s begin by seeing what kind of chunks we can break this task into. […]

    Reply

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