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	<title>Comments on: Campaign Design: Geography</title>
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	<link>http://dungeonsmaster.com/2009/04/campaign-design-geography/</link>
	<description>A Dungeons &#38; Dragons Resource Blog For Dungeon Masters &#38; Players</description>
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		<title>By: Campaign Design: Politics and Groups of Influence &#8212; Dungeon's Master</title>
		<link>http://dungeonsmaster.com/2009/04/campaign-design-geography/comment-page-1/#comment-770</link>
		<dc:creator>Campaign Design: Politics and Groups of Influence &#8212; Dungeon's Master</dc:creator>
		<pubDate>Thu, 16 Apr 2009 10:06:37 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=1080#comment-770</guid>
		<description>[...] world is starting to take shape, the geography has been defined and named and you have appropriate resources on hand to assist you. Now comes the [...]</description>
		<content:encoded><![CDATA[<p>[...] world is starting to take shape, the geography has been defined and named and you have appropriate resources on hand to assist you. Now comes the [...]</p>
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		<title>By: Wimwick</title>
		<link>http://dungeonsmaster.com/2009/04/campaign-design-geography/comment-page-1/#comment-427</link>
		<dc:creator>Wimwick</dc:creator>
		<pubDate>Mon, 06 Apr 2009 17:15:48 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=1080#comment-427</guid>
		<description>@ Rook
I like the idea of using name gnerators to provide the inspiration for the geographic features and dungeons.</description>
		<content:encoded><![CDATA[<p>@ Rook<br />
I like the idea of using name gnerators to provide the inspiration for the geographic features and dungeons.</p>
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		<title>By: Rook</title>
		<link>http://dungeonsmaster.com/2009/04/campaign-design-geography/comment-page-1/#comment-414</link>
		<dc:creator>Rook</dc:creator>
		<pubDate>Mon, 06 Apr 2009 06:32:39 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=1080#comment-414</guid>
		<description>Nice post, much food for thought. I whole-heartedly agree that every aspect of your world should have at least a minimally logical reason for being. An oddball feature that sticks out like a sore thumb with no rhyme or reason doesn’t add to the flavor of your world, it just creates a “Huh?” reaction and tends to break your player’s suspension of disbelief.  

As far as naming features, one trick I’ve incorporated is to use online name generators. Once you’ve got a few cool sounding names, let them become the inspiration for the story behind the feature. Of course, this works best with a gaming world that is, for the most part, uncharted.</description>
		<content:encoded><![CDATA[<p>Nice post, much food for thought. I whole-heartedly agree that every aspect of your world should have at least a minimally logical reason for being. An oddball feature that sticks out like a sore thumb with no rhyme or reason doesn’t add to the flavor of your world, it just creates a “Huh?” reaction and tends to break your player’s suspension of disbelief.  </p>
<p>As far as naming features, one trick I’ve incorporated is to use online name generators. Once you’ve got a few cool sounding names, let them become the inspiration for the story behind the feature. Of course, this works best with a gaming world that is, for the most part, uncharted.</p>
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