Welcome to the second installment of my series about applying real world design concepts to your own personal D&D or tabletop RPG world. Last week’s post was a relatively broad overview of the basic aspects to consider while designing a location. Today I would like to look at a different approach to designing locations, which involves thinking more about how the game will actually play out and how your players (and you as the DM/GM) will use and interact with the environment you’re creating.
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