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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 ...


3

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 ...


14

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 ...


8

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 ...


0

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 ...


0

The differences you are seeing between Oriental Adventures and the L5R RPG are caused more by differences in timeframe than actual differences in the setting or fluff. They are intended to be exactly the same setting. However, the Oriental Adventures book was written during the time the CCG was going through the Four Winds storyline, and is mainly written ...


1

Since I am really involved in D&D 3.0 and 3.5 I can answer your question but you will not like my answer; In-Setting differences between L5R and D&D in general have so many setting differences that you could write a 3 book novel about it. The big ones: In D&D your gods are different and thus how the world came to be is much different as is the ...



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