I’m wondering about the exact nature of the relationship between geography and module architecture. The video suggests that modules can be placed down on various parts of a randomly generated map. I ask because I was thinking about module building a little the other day, and it seems appropriate to derive a little inspiration from D&D modules I’ve played. Often you have scenarios where another location is cited in conversation to give the players a sense of place (think module town’s relative location to Neverwinter), or you may have to mediate between rival towns in different locations. So specifically, might there be a way to support such scenarios with module behaviors like:
- Vastness - Modules covering a large space where multiple pre-built towns can be found.
- Rescrictions - For example, three modules representing towns which cannot be deployed separately.
- Dynamic NPC Behavior outside module geography - For example:
L["My son went to find work in %s and hasn't returned. If you go there will you look for him?"]:format(largestTownName)