The overworld currently lacks reasons to exist beyond traversal.
It needs landmarks, places of interest, places of power, strange terrain, visible hooks, and reasons to wander off the obvious path.
Add:
Landmarks.
Ruins
- roofless walls, fragmented, missing door
Shrines.
- as seen in dungeon, surrounded by thematic things
Bandit Camps.
- a fire
- sleeping bandits
- a chest
Towers
Odd terrain features.
Dangerous zones.
Resource pockets.
Named places.
- this is a great idea, needs a master list of names and heuristics, each place used max once per seed
Environmental storytelling.
Visible curiosity bait.
The overworld should create questions. “What is that?” “Can I reach it?” “Is it dangerous?” “Why is this here?” 🌲
The overworld currently lacks reasons to exist beyond traversal.
It needs landmarks, places of interest, places of power, strange terrain, visible hooks, and reasons to wander off the obvious path.
Add:
Landmarks.
Ruins
Shrines.
Bandit Camps.
Towers
Odd terrain features.
Dangerous zones.
Resource pockets.
Named places.
Environmental storytelling.
Visible curiosity bait.
The overworld should create questions. “What is that?” “Can I reach it?” “Is it dangerous?” “Why is this here?” 🌲