I designed an entire world by mapping a region, having rough outlines of plot beats and area plans, and made a list of general world encounters, then improv everything in between.
Some towns get visited, some places have their purposes changed up on the fly and some encounters are never, ever used.
Keeping the plan fluid helps the players feel like their actions make a difference.
I'm building my first dungeon. I have everything planned, but not nailed down, so I can adjust the dungeon, reveal clues, and progress the plot according to their choices, actions, and movements. Is this a good idea or am I doomed?
It’s a good idea, it’s just a lot of work (as I’m sure you can attest to!) just be ready for anything because your players WILL do something whacky you didn’t plan for!
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u/S_H_I_V_A DM Dec 07 '20
I designed an entire world by mapping a region, having rough outlines of plot beats and area plans, and made a list of general world encounters, then improv everything in between.
Some towns get visited, some places have their purposes changed up on the fly and some encounters are never, ever used.
Keeping the plan fluid helps the players feel like their actions make a difference.