Prepping a sandbox #ttrpg campaign is wrecking my health.

In the past, I'd outline ~5 adventures, drop ~2 hooks on the party, then sprinkle the rest liberally throughout my notes with a "hooks to other adventures" section in my encounter template.

But this time around...
First of all, my map's too big. I used a planet-generating algorithm to produce geologically realistic continents, and I'm so in love with it, I just can't "kill my darling" like I'm supposed to.

But let's come back to that. Primarily, I just don't know what to put in the world.
Ben Robbins' seminal "West Marches" blog post suggests overlapping "layers of history", and he even invented a tool for it: Microscope, which I've been playing for years, and is *not* my problem.

I just don't have enough friends to play separate games of Microscope and D&D!
So instead I've been collecting inspiration — fact and fiction, from history books (rise and fall of Chinese, Persian, Macedonian, Korean and Roman Empires) to adventure review podcasts — and combing through my old RPG texts but it's not gelling.

It's not improving my notes.
This campaign is shaping up to be a cautionary tale about biting off more than one can chew. I justify my efforts two ways: 1) reminding myself I enjoy the labor, and 2) reassuring myself that the players will notice and appreciate the verisimilitude.

But I do I? Will they?
Let's talk about the map being too big.

An adventuring party can hike 16 miles a day while a galleon sails 120. A more-than-bountiful hexcrawl might comprise 1,000 4-mile hexes (32 miles across, or one night's camp) or scale up to 24-mile hexes, ie one night's camp per hex.
The excellent board game Tokaido places four Inns between one end of its "East Sea Road" and the other. On a maintained road, an adventuring party might go 24 miles a day. That's one Inn per road hex in civilized lands (no banditry afflicts the East Sea Road)!
Our real-world Silk Routes (née Road) spans 4,000 miles, passing through the treacherous including the Gobi Desert and Pamir Mountains. Neither paved nor Inn-studded, such an itinerary could take parties eight months or — with nominal random encounters — an in-game year!
So, what are some mistakes I can make trying to incorporate the grandeur of the ancient world into my #ttrpg campaign?

Probably the worst thing I could do would be to try and flesh out each of twelve million 4-mile hexes in a 3,000x4,000 mile grid.
I thought I was being good by narrowing the scope of my world to only the one continent. Really, I should narrow it even further: at least to only one region. But even at this scale, each hex is roughly a galleon's day wide: size enough for our more-than-bountiful hexcrawl.
So, narrowing further — to the scale of a hexcrawl, or a West Marches game — I'm left with only a blank hex, and none of the wild worlds inspired by (and inspiring!) the broader topography seem to fit inside of it. This seems to present a paradox.
I've liked to "joke" that my next campaign would be set in this textbook image of terrain types, or this topographical map of Idaho, and I probably SHOULD be constrained to such things. After all, the players aren't geologists; they're sword-and-sorcery-wielding adventurers!
🙟 In fact, I could do worse than to:
1) plunk that textbook image onto the hex,
2) scatter the nodes of a 5x5 campaign matrix across it,
3) drop a few hooks on the players and
4) open when2meet.com in another tab.

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More from @VentureSatchel

Jan 23
A player thanked me for stepping up and GMing.

"I really like to play," he told me, "but I don't know how to run the game."

I almost joked back, "me neither" (which is how I've been feeling, lately) but my new thing is projecting confidence for the players' sake, so I didn't.
But later it got me thinking, "what do I know that he doesn't? He knows the PHB and splat-books back-to-front, while I've never cracked most of 'em, so what's he missing?

I think the answer is "notes" or, more philosophically, "ontology" or else "higher order abstractions."
A player has a character sheet (and the back of it). That is the beginning and the end of their notes. They've a single, over-arching abstraction that fits on one page. Sure, it comprises a dozen sub-abstractions, but none of them exist outside the bounds of The Sheet.
Read 7 tweets
Jan 22
As a GM, I like to the flexibility XP gives me to encourage all kinds of arbitrary behavior that the game designers could never explicate in print. I'm trying a variant of "Three Pillar XP" wherein I divide XP needed to level into ~20 sachets of points, eg 90 @ 3rd.
Sizing XP sachets is an art, but to simplify I scale it to the lowest-level PC in the party, so everyone else gets diminishing returns.
My biggest fear is that monster-slaying rewards will so significantly outweigh exploration and social encounters' rewards that by engaging in all three equally my players will blow through the levels and bowl straight into epic characters before I've designed any epic adventures.
Read 6 tweets

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