in reply to Re: Re: Re: Re: Re: Re: Modules: Building blocks for the Daft Adventure
in thread Modules: Building blocks for the Daft Adventure
This also allows for a very easy way to handle underground activities, and how those activities would interact with the rest of the world.
Now, you would have a world grid, then a grid within each of the major locales, like Waterdeep or Undermountain. This would be a sub-grid, sorta. At (40,23,0), there is another grid for that place. You enter the sub-grid at a defined point, depending on where you came from.
Another point that has to be made is that D&D is owned by Wizards of the Coast. I know for a fact that they tend to frown very heavily on people writing stuff for public consumption based on their intellectual property, even if you're distributing it as free-ware. So, if you wanted to do something serious, you would have to make it for private distribution only. Sorry, but you don't want their legal department hitting you with a cease-and-desist. (For examples of this, check out www.mtgnews.com and look in the news archives.)
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Re{8}: Modules: Building blocks for the Daft Adventure
by Tiefling (Monk) on Jun 12, 2001 at 19:35 UTC | |
by dragonchild (Archbishop) on Jun 12, 2001 at 19:54 UTC | |
by Tiefling (Monk) on Jun 12, 2001 at 20:12 UTC | |
by ChemBoy (Priest) on Jun 12, 2001 at 20:21 UTC | |
by Tiefling (Monk) on Jun 12, 2001 at 20:37 UTC | |
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