Post by Deleted on May 31, 2023 18:20:33 GMT -6
Is Melan's Design Notes for his City of Zothay, the best single page (or page and a half) ever written for D&D, especially for urban adventuring?
Here are 3 take aways:
"Good information, in my mind, fulfils two purposes: it is suggestive of a broader context instead of over-describing it, and it is conductive to its purpose – some of which serves to evoke a certain mental image, but more often to encourage action." [Comment: this is as close to DM marching orders as D&D will ever garner - multi-faceted, it declares what information is good (valuable) for the game and also the terms of this value. Just thinking in this way can be practiced and refined to good effect].
"There is my fascination with enclaves, exclaves and parallel power structures – as a subjugated city state, Zothay basically had to give over its inner city to criminals, spies and vagrants, and while there is an uneasy coexistence, a clash between agendas of containment from the outside and subversion from the enclave can become a dominant issue in the campaign." [Comment: this is a sure fire way to add dynamism to the urban center, which is then subject to built-in bilateral economic, civil, and political forces alongside the responses to the doings of adventurers, NPCs, and factions.]
"The supplement also has a selection of “hidden places” – opportunities to discover locales sealed in the distant past, expeditions into other realities and a possibility to discover things that can completely change the players’ understanding of their present environment. [Comment: this is just cool, the changing of the lens / the jaw drop of the players.]
One could go far in cerebral campaign design, thinking about and working with just these three "conceptual tools."
To see what Melan did with these, here's a link to the City of Zothay.
Here are 3 take aways:
"Good information, in my mind, fulfils two purposes: it is suggestive of a broader context instead of over-describing it, and it is conductive to its purpose – some of which serves to evoke a certain mental image, but more often to encourage action." [Comment: this is as close to DM marching orders as D&D will ever garner - multi-faceted, it declares what information is good (valuable) for the game and also the terms of this value. Just thinking in this way can be practiced and refined to good effect].
"There is my fascination with enclaves, exclaves and parallel power structures – as a subjugated city state, Zothay basically had to give over its inner city to criminals, spies and vagrants, and while there is an uneasy coexistence, a clash between agendas of containment from the outside and subversion from the enclave can become a dominant issue in the campaign." [Comment: this is a sure fire way to add dynamism to the urban center, which is then subject to built-in bilateral economic, civil, and political forces alongside the responses to the doings of adventurers, NPCs, and factions.]
"The supplement also has a selection of “hidden places” – opportunities to discover locales sealed in the distant past, expeditions into other realities and a possibility to discover things that can completely change the players’ understanding of their present environment. [Comment: this is just cool, the changing of the lens / the jaw drop of the players.]
One could go far in cerebral campaign design, thinking about and working with just these three "conceptual tools."
To see what Melan did with these, here's a link to the City of Zothay.