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How I “Fixed” World of Warcraft (for a TTRPG)



I have a TTRPG game on Discord and Roll20 where we play in a modified version of the WarCraft setting. Here are some of the changes I’ve done to it to make it a better tabletop RPG setting, and why I’ve done them. Do you want to know more about the specific aspects? Let me know.

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4 Comments

  1. this is super sick, I really love this and I really hope you post more stuff about your project.
    I've been undertaking a similar project, I've been putting together a huge map of azeroth as it was in 2009, disregarding and cata and beyond lore and clearing up many of the gamier elements to eventually create a large detailed rendition of azeroth.

  2. Notes on mountains, they were actually the solution to the scale compression of different distinct areas. Instead of having mixing transitions from plains2swamp/etc where the player would have to run for some time and the landscape would gradually change, it is much easier to have a hard cut over between the zones.

    As much as the Barrens were fondly remembered, they were not great from a gameplay perspective of having to traverse long distances with minimal things to do. Now if you were to go to scale there would be a barrens between each zone.

    You can see much more elegant example of hard partitions in places like West Fall/Duskmoore with the river. But that geologic structure requires more story telling than mountains partitioning zones.

    Minor comment as the semantics of hard cut over between zones as a gameplay/UX improvement. I believe this was in the WoW Diary book if you are looking for the source on it, it is an excellent book.

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