This episode is so exciting! Since so much of my games ends up being logistics and travel, I focus on maps all the time and use them to let my players see their impact. This was so helpful for firming that up.
Some thoughts: On Saturday, a small party in my jazz band world helped build a dam that will be forming a lake in the hills up river. In the same world, I have a grid layer I can put over the map where each box represents a day of travel for a floating island for which I randomly generate its location over time (using a script). The players have seen it, but have yet to get near it. In my other major world, the players spent the epilogue if the last campaign setting up events that greatly impacted my map for the current campaign talking place 300 years later after the age of growth they brought on. Trains!
After listening to this, though, I'm going to have to revisit my maps and see if anything else needs to be touched up!
Post by swiveldiscourse on May 16, 2018 15:56:59 GMT
I actually changed the map of Eberron in a cataclysmic event. See, we had this massive battle with the old gods of Eberron, because the Plane of Madness was about to collide with the Material Plane, and they would do nothing. So, this final, climactic battle between men and gods took place in what was essentially the Gods' palace, which, among other things, features a humongous globe of Eberron, which in many ways was the actual planet. Now, the problems occurred when my character decided to cast a spell known as Reverse Gravity, and our Druid just happened to be under the Globe. She crashed into it, and caused a catastrophic turn of events that had both a literal and figurative impact on the whole world. To make a long story short, we killed the gods, took their mantle from them, gave it to an NPC who we wanted to kill for the longest time, stopped the encroaching Madness, and got our Epilogue night. My character would spend his entire life atoning for his mistakes, and would eventually come around as the new God of Magic and Mischief.