...but this subject has made me grow more and more curious since I've joined. Simply, how big do you portray the fields, mountains, forests, towns, and just about every other piece of the ZFRPG's setting? Before I go on, I want to clarify that this is by no means an effort to standardize anything. That would cause major confusion. Now, that said, on to my point. It's kinda long.
When I first joined, I portrayed Hyrule, the Ocean, and Termina in my posts as they were in the games. Each house, each tree, each rock, it was all to scale. Obviously, as a Zelda fan on a Zelda RPG, I felt almost obligated to adhere to the guidelines set forth by the games themselves. Sure, I added a house or two, and some characters to fit Arsenic's story, but even those I tried to integrate as well I could to the setting the polygonal landscapes of OoT and MM portrayed. As far as I could tell, the other players at the time did the same, and so I was satisfied that I was on track. That I was right.
However, besides the obvious gradual improvement of writing skills that came with more and more experience and age, a change took place in my roleplaying. No longer was Termina Field some ring-shaped spit of land that acted as the thin border between Clocktown and the outlying regions. It, according to my writing, was a true field, eventually fields, a mass of land that took days to traverse, like something of a true nation. I can't say when I began to do this. It too was gradual, and it wasn't just the fields that were subject to this expansion. Market Town began to have streets, and the number of vendors expanded to fit, as did housing. Even bars appeared, inns, and every other location a true town would have. It became a city, full of nameless inhabitants, each with vaguely described lifestyles that would flesh out as Arsenic's story required. If the image of Market Town I gradually were mapped out into an explorable, 3D setting, it would look nothing like the Market Town we know from OoT. The square and Temple of Time, of course, would be there, but the town would also be at least fifty times larger. Streets would form grids, and from these grids would form districts.
Now I fast-forward to the present. According to my roleplaying, Clocktown has experienced this same transformation. North Clocktown has empty plots of grass, sure, but also a lot of houses, a few estates, even an inn or two. Much more than one little dirt road, obviously. West Clocktown, known as the economic sector, has ten times the amount of shops, as well as more than just that one stair-step street. South Clocktown, in addition to the clock tower itself and a bunch of empty space that is what we assume to be the town square, has apartments, townhouses, and vendors set up in what resembles those vacant wooden stands on either side of the district. East Clocktown has perhaps suffered the least from this expansion, but trust me, there are things there that do not exist in the game.
This, of course, is all in my writing. I know some have been influenced by my own distortions, and I in turn have used invented locations that others have established. The fact is, I can hardly imagine the originals without some sort of expansion now. It's been a decent while since I've played Majora's Mask, but having played Ocarina as recently as a few moths ago, I can say that I was shocked, for instance, at how small Market Town was. I literally ran through the whole "town," just to see how far my imagined city had grown from the simplistic, fixed images of the original.
I do, of course, have a series of rationales for this. The first and foremost is the realization that this is much more realistic. The original games were developed with a single player in mind, plus they had to fit the game within the constraints of the N64 cartridge. This RPG, on the other hand, harbors and has harbored a plethora of players, most of which, unlike Link, have families, friends (though Link had a few in both Hyrule and Termina), and many other acquaintances. Rather than tack on the dwellings of these beings to create a frankenstein of a world, or leave them homeless, I rationalized that the world of the RPG had to be scaled to fit this new scenario. Hyrule is a kingdom after all, and a great kingdom is going to have more, than say, ten houses and five or so shops in its biggest municipality. Those numbers are, of course, rough estimations, taking into account the supposed apartment windows we see in the back alleys in the game.
My second rationale is, surprisingly, the scenarios that our beloved Storyteller has created. For example, the stairs that lead up to the walkable top of Clocktown's great circular wall. Neither of those were in the game. Suddenly, I didn't feel so bad about adding in a few houses, when the Storyteller him/herself was adding expansions such as these. Another major one was the Mage Tower, which proved to me with its nine stories that just because it wasn't in the game, didn't mean it couldn't exist here. Coincidentally, or perhaps not, it was near the tower's introduction that Market Town began to truly transform into a city for Arsenic.
Oh boy. I could go on about every little house, shop, and square foot of land I've stuffed into my posts, and just about every one that I have yet to type into future ones. That's not the real point of this thread though.
I want to know what settings and locational proportions everyone else here has invented for this RPG, and to what extent. I have a little hypothesis that, in general, the more time one spends on here, the more the world grows around their character(s). I want to see if that's right.
And, perhaps more importantly, I want to make sure that I'm not crazy.


