Call me crazy. I took the CKG and used the land as treasure section and then took the area just south of the City State of the Invincible Overlord (Wilderlands map #5) and laid out the castles, villages and citadels, and then correlated the published leader’s levels with the CKG land as treasure, and came up with an Earldom and several fiefs that fit within the framework. I then mapped it, marked it with coats of arms, marked the territories of the fiefdoms, viscounties and the earldom they pledge fealty to.
Each entry in the Wilderlands was then expanded upon with a picture of the authority figure, a map of the village or castle (downloads from google, map books, and the guides from JG) for each. I could not stop there, I detailed the military, militia, and the leaders per the CKG where needed. I even have hp’s for the various companies and leadership.
Now I look at my creation and wonder how much the players will even notice.
What is a reasonable amount of detail? Am I obsessed? I have the most detailed published campaign in existence, and I am adding detail.
Campaing Detail
- Snoring Rock
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- Omote
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Re: Campaing Detail
IMO, detail is a very important key, even if the players never encounter those details. With such a planned out approach, you already have a working idea of your lands. That foundation of knowledge will come across to the players in ways they don't know. For example, you will be asked a question that you didn't earlier think about. Your knowledge base of the area will help you come to a decision quickly and help in your general game.
Now, I would suggest not to beat the details into your players's heads. Drumming details into players over and over again becomes a bit tedious for players and could bring down the level of enjoyment. The details will come through in your games though, even if the players don't directly understand how much work you have put into the game.
Nice job SR.
~O
Now, I would suggest not to beat the details into your players's heads. Drumming details into players over and over again becomes a bit tedious for players and could bring down the level of enjoyment. The details will come through in your games though, even if the players don't directly understand how much work you have put into the game.
Nice job SR.
~O
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Re: Campaing Detail
When your having fun doing it, and it sounds like you are, you can't have too much detail. Its when you hate doing it that it becomes too much detail. So the short answer is, it becomes too much detail when you dislike doing it.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
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alcyone
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Re: Campaing Detail
It's my favorite part. I don't like to make too much more detail than I am interested in or remember, because then I am in the same position I'd be in with Forgottenhawk or whatever, I'd contradict myself.Snoring Rock wrote: What is a reasonable amount of detail? Am I obsessed? I have the most detailed published campaign in existence, and I am adding detail.
But up to that point, I think it's worthwhile, and to me, this is how the DM plays the game, this is the DM's fun. If the DM is interested in the campaign world I think it shows through and lends some reality to things, even if the players don't directly experience it.
My C&C stuff: www.rpggrognard.com
Re: Campaing Detail
The thing about detail, IMHO, is that when you know those details, the environment becomes a much more complete, more engaging, and more engrossing place for the players. They may not ever have to know that-- for instance-- two generations ago, Lord Lindlay was secretly murdered by his brother, and that rumors of the deed are what have led to the precarious hold the family still has on their titles and lands, but if you do, it can help add a wonderful bit of flavor to a campaign, offer little side-stories for them to learn about, and make the whole thing feel more 'real' to them.
- "I just happen to prefer games where the GM actually has final say on rules and is not just the wall to roll dice off to decide what happens."