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        <title>WESTWARD Campaign Wiki - meta</title>
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       <dc:date>2026-04-28T04:37:33+00:00</dc:date>
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        <dc:date>2019-08-26T12:42:49+00:00</dc:date>
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        <title>Crime Scenes</title>
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        <description>Crime Scenes

This page covers evidence, descriptions, motivations, procedures and solutions for crime scenes.

Solutions of crime scenes might differ based on the scenario - what actually occurred, the order of events, who did the crime, who was the victim, when the crime took place, etc.</description>
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        <dc:date>2020-06-06T04:57:08+00:00</dc:date>
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        <title>Geographic Features</title>
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        <description>Geographic Features

This page is a list of interesting features which can be incorporated into terrain, for when players wish to explore an environment.

General

	*  Large rock formations, jutting out from the ground
		*  Large, smooth sandstone
		*</description>
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        <dc:date>2019-11-23T04:23:22+00:00</dc:date>
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        <title>High Level Session Planning</title>
        <link>https://content.rodeo/CoOM/meta:high_level_planning?rev=1574483002&amp;do=diff</link>
        <description>High Level Session Planning

These higher level planning techniques can be very useful if you are stuck for how to progress your adventure next, but can be a major timesink. It can often be more efficient just to go with something, and play off how your players react. Balance, as always, is key.</description>
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        <dc:date>2018-12-30T04:17:01+00:00</dc:date>
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        <title>Hook Creation</title>
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        <description>Hook Creation

In general, hooks should have some of the following characteristics to attract player investment:

In-game Rewards

	*  Tangible goods: money, gear, spells, abilities
	*  Information about treasure locations, maps
	*  Social status/standing</description>
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        <title>NPC Creation</title>
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        <description>NPC Creation

	*  For most NPCs, simpler is better.
	*  Name, sex, race, class.
	*  Extra performance traits: 
		*  high/med/low voice, manner of speaking (strict, loose), germanic/latin/french word choice


	*  Ideals, desires, fears
	*  Disposition to players</description>
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        <dc:date>2018-09-28T02:40:02+00:00</dc:date>
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        <title>Player Questions</title>
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        <description>Player Questions

The following is a list of questions to help players flesh out their character&#039;s personality and backstory.

Wants and Desires

	*  You come across a million gold pieces. What do you buy first?
	*  What is your most prized possession?</description>
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        <dc:date>2020-05-31T08:31:50+00:00</dc:date>
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        <title>Dungeon Design</title>
        <link>https://content.rodeo/CoOM/meta:realistic_dungeons?rev=1590913910&amp;do=diff</link>
        <description>Dungeon Design

Describing Rooms

Start with establishing info, things that describe the mood, and finish with interactive elements.

* Room size and dimensions
* Light and Light sources.
* Visible Doors and Exits. (Including stairs).
* Large objects. (Pillars, Dias, Pedestals, Statues,  Pit, Chasm, Stream, Lava).
* Furniture. ( Tables, Chairs, Cabinets, Torture Implements )
* you want to go further</description>
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        <dc:date>2019-11-24T05:13:08+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>Running an Adventure</title>
        <link>https://content.rodeo/CoOM/meta:running_an_adventure?rev=1574572388&amp;do=diff</link>
        <description>Running an Adventure

Introducing narrative hooks

Starting Environments

	*  Build off player backstories to find common ground, ways in which they might come together
		*  Allow players to give input to this, have an open option for joint collaboration.</description>
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