A few questions for /tg/ and all of its arcane might.
How would a first-time GM go about introducing players to the PC's world? Would a map help? How many locations is too few and/or too much?
they meet in a bar/in prison.
a map like this is perfectly fine.
>>51175859
Wait a sec..
Is King Kong drilling a in-slot into the statue of liberty?
For my players, they see a map of what their characters know. Are they a trader? They've probably seen major ports and most mainland villages.
If you've grown up in one village with just rumours of other places your world doesn't need to be massive. Only give them what they need to know. Discover the rest through adventure.
>>51175921
Yes. The artist is Tony Millionaire. He's the genius behind Maakies (and thus The Drinky Crow Show), as well as the Sock Monkey graphic novels.
I was thinking of drawing a crude map with five crudely defined regions: center, north, east, west, and south. The PCs would start within one and they'd no doubt ask around. There'd be one definite settlement per region along with a single "dungeon" of some sort.
>Giant hollow pyramid that contains a palace-mausoleum for a Scrooge-esque mummy
>Bunch of whale congealed into a single whale fall at the bottom of the sea that merfolk avoid
>Mossy mountain range of lava and freezing springs that leads into the underdark
>etc.
>tfw filled pages and pages of ideas for the setting
>want to wait until players make characters to develop parts of the setting so that the characters fit
>players make generic characters, come up with setting details that could fit them
>never tell the players about any of it because it feels like I'm taking liberty with their charactersand its embarrassingand they probably don't care that much anyway
Would somebody please kill me?