What do you do when your party begins to argue over what to do next, to the point where the game slams to a halt? In the moment, I tried all of the following strategies. I think I learned from the conflict and others might find what I learned useful so let’s talk about it. I’m keen on not letting it happen again, at least not for that extensive period of time. I saw how it affected the flow of the game and others’ enjoyment of it. The two/three players involved brushed it off, but I didn’t. Last Saturday, I experienced the most heated player versus player and character versus character disagreement in my time as a Dungeon Master. So, what happens when a once unified force is no longer of the same state of mind? Unfortunately for the rest of the party, this disagreement stalls the party in the peaceful monastery. Rovan doesn’t think his party has his best interests in mind anymore. Thus, the once clear path is muddled and murky. This secret, the battle, and its fallout have changed Rovan’s perspective on two of his party members. But now, one of its members, a blue dragonborn barbarian named Rovan, is against traveling onward to Imixia, a realm of burning rivers and charred wastes. This defense was merely a pit stop, a side quest. The party as a whole has a clear path forward. In doing so, they discovered a dark, ancient secret of what is buried beneath the monastery. The members of my Eldar II Campaign have just successfully defended a monk monastery against a small horde of red dragonborn, thri-kreen, and yuan-ti. If you don’t want to draw a map, simply use someone else’s and wait for the next Worldforge article! If you’re not selling it and simply using it for your own personal pleasure, you have the freedom to do whatever you want. You can always lift the Sword Coast and put a massive sea in between the north and south sections. His homebrew setting of Valoreign was simply England rotated and enlarged a tad. Well-known Dungeon Masters like Chris Perkins are known to take real-world locations and turn them fantastic. If you’re not a fan of drawing at all, you can always steal from the real world - or someone else.Kind of like drawing it by hand but digitally. With it, you can make massive maps with tons of customizability. MANYLAND GIVE ITEM NPC SOFTWAREIt’s an incredibly powerful map-making software that can be bought for $30 online. MANYLAND GIVE ITEM NPC FREEIt’s a powerful, free map-making software that has lots of tutorials online. It’s better to have a map than to have no map at all. Maps drawn by hand, if they’re not drawn by a professional, will look a little janky, but they’ll do. Here are a few different ways to create your map: Luckily, we live an age when there are plenty of tools only to assist the artistically-incapable folk like me out there. My hand-drawn maps aren’t great and I cringe when I look at them, but they work. Eventually, when we play home games in it, we’ll have to zoom in even further, so this is good practice! So, once we know about our world in a broader sense, we can focus in on a “tiny” piece of it. Almost all Greyhawk conflicts are concentrated in the eastern corner of its biggest continent, Oerik. The majority of Eberron’s quests prance about on Khorvaire or Xen’drik. How much of all the great, famous settings do we know about? Most adventures in the world of Toril (Forgotten Realms) happen on the Sword Coast on the continent of Faerun. This single realm will be what we work on to begin because after outlining our world’s tenets and important religions, it’s time to hone in on a relatively smaller piece of it: A single continent. Now draw a few islands around it, scattered about. Choose a single continent from your world map and copy it onto this next sheet. Listen to your hand how many land-masses does it put to paper?Īfter you have your “world map” of 1, 2, 3, 4.continents, set it aside and pull out another sheet of paper. For a fantasy world, it’s fine to have more or less than that. Continents are large land-masses that stretch for hundreds and sometimes thousands of miles. The odd shapes and faded lines on the paper should cause us to imagine and question, “What’s there? Who lives there? Why is that peninsula strangely-shaped?” For a first map, I recommend you think about how many continents you’d like your world to have. The first map of our world should be rough, sketched onto a standard sheet of white printer paper or a torn page from a notebook.
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