Our campaign map after first Roll20 session using Jason Lutes alpha Perilous Journeys supplement.

Our campaign map after first Roll20 session using Jason Lutes alpha Perilous Journeys supplement.

Our campaign map after first Roll20 session using Jason Lutes alpha Perilous Journeys supplement.  Seamless, quick, and organic world-building system!

13 thoughts on “Our campaign map after first Roll20 session using Jason Lutes alpha Perilous Journeys supplement.”

  1. Could you elaborate on how this map came to be? I’m especially interested in hearing how the players were able to influence the results.

    One of my main concerns with relying too heavily on random tables for creating material  is the lack of player buy-in may result in a loss of enthusiasm. I worry that too much randomness can turn a game into a Rogue-like and impair the flow of the story.

  2. I don’t want to speak for Dion, Peter, because I’m not sure exactly how he and his players made this map, but the map-making rules as written are collaborative, with each player adding things of their choice to the world. Nothing is rolled up during the map-making stage.

    All the encounter tables are for exploring unknown territory. In the intro to the book I establish a basic guideline for the GM: “Ask, say, or roll,” meaning ask the players first; say the thing if their characters don’t know it; and roll if you’re at a loss for something to say.

    That being said, I am a fan of “West Marches” style play, and will be including a campaign starter with house rules that specifically encourage a more rogue-like approach.

    http://arsludi.lamemage.com/index.php/78/grand-experiments-west-marches/

  3. Peter Johansen As Jason said, I followed the directions in the Perilous Journeys supplement.  We took turns adding Regions to the map, then filled in Sites/Areas/Connectors within the Regions, established important locations for each PC, and completed the process by having everyone tell the group one rumor or legend about some place on the map.  We were left with a campaign map canvas complete with many tantalizing hooks and seeds.

  4. Perilous Journey looks like it is more for dungeon design than anything, did you create a dungeon for each region then then match the region to the dungeons theme/feel. I have read through West Marches and love the concepts though I dont think I have a big enough player pool to pull it off as successfully as the the guys at arsludi. We are going to try it for our next game. Just curious because we are currently using Dawn of Worlds to create our map and legends but it is time consuming that way. It has been better than when we used the Quite Year since it has more detail but the map making is extremely long with Dawn of World when you do it online with a larger map.

  5. Chris Willhelm The Perilous Journey product does have a dungeon component (“Plumb the Depths”) but I used the “Draw the Map” chapter for this map.  The “Draw the Map” chapter is all about world-building and wilderness.  This process led to the creation of a few dungeon sites on the map, and I will drill down to expand on them if/when the characters travel to them.  I plan to use the “Plumb the Depths” framework for the dungeons when the time comes.

  6. Chris Willhelm Oh, and I forgot to mention, I have used Dawn of Worlds twice in the past for D&D campaigns.  Perilous Journey turned out to require about one tenth the time as Dawn of Worlds, and yielded an amount of content just right to get a campaign started.

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