Long ago in the mists of time there were very few published worlds & dungeon masters were forces to rely on their imaginations. The works of classic authors were often the target from H.G.Wells, JulesVerne, & the long plethora of Pulp era writers. These fields are still fertile& even more so because players don't read the works they claim to. Often when mining a book or novella for ideas there are several guide lines I follow for campaign & world development:
- Start with the interesting bits that appeal to you as if you were a player. What is going to grab the players attention?
- The devil is in the details & there no rules for changing them or ustulizing them as needed. The fact is that twisting details of a novel or story to fit your campaign is the norm. The dungeon master has only one audience to please or kill as the whim of the game dictates
- Keeps the notes fast & loose so that you can change on the fly if necessary.
- Dungeon & adventure locations should be mined to the fullest and melded as needed by the adventure.
- Stock these locations as you would any other dungeon. Use common sense or don't depending upon the situation.
- Think outside of the usual conventions for interesting adventure locations including classic literature ie Frankenstein's Castle or the like
- Never let others dictate your whims as a reader of fantasy or fiction, if 'so & so' doesn't like XYZ author then all of the better because they're not going to recognize novel or elements as needed.
- Steal but alter as necessary and often adventure locations can change or morph as ideas take you when your writing your adventures.
- Know which buttons to push & which not to. Get to know your players & use common sense as a dungeon master.
- Do what's comfortable but don't be afraid to push classic old school products or OSR material in a direction that the author didn't expect or intend.
- Pick & choose your favorite authors but mix it up a little so that you can keep the players guessing if their literate.
- Keep the material simple or complex as the playing audience can handle the adventure material. This comes under the 'get to know' your players heading.
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