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It's not for D&D specifically, but I own Mythic Russia which is a HeroQuest-based game that is completely about that kind of setting, written by a professor of Russian history. He has a "Mythic Russia" blog that is still active! Maybe take a break from AD&D and run that, or at least loot it for info. I haven't played Mythic Russia but HeroQuest (of ...


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A purely urban campaign was one of the most memorable 1st edition AD&D campaigns I ever played in and would share these tips from that experience: What you haven't planned for: as a dense concentration of humanity (or demihumans), a city is an impossible canvas to plan for entirely. But that is its greatest strength as well. All things are possible at ...


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The only setting I'm familiar with that had even a touch of Slavic influence was the 2e Birthright setting. The Vosgaard region was explicitly based on medieval Rus, and you should be able to find some information in the Tribes of the Heartless Waste accessory if you can find it. Beyond that I don't know if there's much more out there.


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We have a saying in the software industry. (One that seems to be less and less heeded as the years go by, but I digress). It's called "YAGNI": "You ain't gonna need it." What this means is that by sheer scope of the setting, you have to start with the bits that are the most relevant to your PCs and work outward. This is especially true with a setting ...


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I'm currently struggling with this because I'm getting into Glorantha, which is one of the Big Three settings (Tékumel and Hârn are the other two). The Big Three dwarf even settings typically considered huge, like the Forgotten Realms, and it's daunting to try to figure out how to eat this aircraft carrier, let alone how to prepare some of its most choice ...


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When I use heavily developed RPG settings like Shadowrun and the Forgotten Realms, I deal with setting fidelity in a couple of ways. Use an underdeveloped part of the setting Even the richest, novel-laden settings have thin spots. Some regions just aren’t detailed as well as others. Some parts of the metaplot lie fallow for ages. Often, all you need to do ...


2

You have expressed two conflicting goals. In a comment: you want to be as authentic as possible in the question: read through it (quickly, because gaming night is upon you) You would not expect to be able to write a historical novel set in the court of King Edward IV of England that is "as authentic as possible" with a quick skim of a history ...


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without which material your game won't feel authentic, just a bad copy, an alternate universe of an alternate universe. I started writing an answer about how to narrow down and use a small, immediate bit of setting to get a small, immediate situation, and I came back and read this part again. That's your problem. You have a strong commitment to ...


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When I am overloaded with too much setting material, I head online instead. Normally in the various play by post forums, or other forums and wiki articles online, I'll be able to find a summary of the important information. Here is what I look for when skimming: Adventure introductions in PbP game advertisements such as those on Myth-Weavers. These ...


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Short answer is start from the bottom and advance upward. That is instead of jumping into a massive open sandbox campaign from the start you set the game in a very small and narrow sub setting. Now I don't know Shadowrun but if I'm allowed to use Forgotten Realms as an example that too is a huge and massive world with lots of information. However, if you ...


1

It might be worth focusing on developing bits of background (and associated plot elements and adventure hooks!) that can be expected to met at various parts of the city, for example: the thieves guild, that is actually funded by the Coral Empire, for which it does spying and sabotage the Brothers Of Brine, a cult located in the sewers, whose members will ...


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A lot depends on the physics of how you're already running things. If players have a map then there's no great need to describe the route - just decide if it's a short, medium or long trip and roll a chance (say, 1 in 20 in day, 1 in 10 for night) for an encounter once, twice, or three times. Modify the die (ie, use a d8 or d6) depending on the areas they ...


3

What you want is enough information to be able to improvise in a city. Cities are actually easier to improvise with... if only because you can draw upon a general knowledge of human society to make up things as you go along. You know what a wealthy part of town probably has, compared to the docks, compared to the working class neighborhood. You can write ...


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Write places apart from their location You can make your dungeons apart from their locale. Perhaps you've written up an encounter in the catacombs of the sun god, but the party keeps walking around in the harbor district instead of the city center? Move it to the temple of the sea god! Thieves' Guild up to no good? Party has found another of their hiding ...


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For question 1 what to do for places you have not yet written, there are two great options. Quantum Ogre: This means that you have some places defined but not exactly where they are. When the players adventure into an unknown place, you give them this predefined but unplaced encounter/plot hook etc. Random Tables. Prepare some random tables for your ...


2

The argument of periapsis is mainly important for calculating the timing of trajectories to shift between one orbit and another. It likely not included in GURPS Space because they opt to express travel terms of delta-vee and largely ignore specific times. In comparison, eccentricity is a useful detail because it generate planets with interesting ...


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The main difference is that in Oriental Adventures, you are in the *DnD multiverse and in L5R you aren't. I attempt to explain why the planes you can reach in the OA territories are different by blaming it on massive dragon taint of the ethereal. In my campaign magic using Dragons, Fae, and temples can taint the ethereal creating an "illusion" of a land ...



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