The following link has an interactive version of the below image: https://baldursgate.fandom.com/wiki/World_Map
Places of note could be:
- Valley of the Tombs
- Isle of Balduran
- Carnival (Nashkel equivalent of the Farmlands?)

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You are not mis-remembering, that map was great, and damn near spot on in design to represent the gnoll stronghold from the original BG(apart from it geographically being in the wrong hemisphere altogether)... right down to the bridge, and all the side-paths, but minus the caves.zhazz wrote: ↑Wed Jul 08, 2020 6:46 am How about adding in the Gnoll Stronghold, which is supposed to be near Nashkel?
The area might even already be in the game files. I seem to recall it being used as the Troll Claws East several years ago, except populated by Trolls and Ogres. I believe the Ogre Fort, which is now in the Troll Claws West, used to be the interior of the stronghold in the Troll Claws East. Or am I misremembering things from 6 years ago?

This is a really important point, and it touches on a critical issue that a lot of people overlook. Area builders aren't campaign writers. Our job is to facilitate player-directed RP by creating an evocative environment in which they can tell their story. We give a place flavor, history, and inhabitants, but we can't provide an adventure; it wouldn't make sense when players revisited the area. Players (or DMs) create their own adventure in the sandbox we design.
This is another important point. It's really hard to design a mystery, puzzle, story, etc which a player will find interesting after they've already solved it once. (Trust me, I've spent untold hours bashing my head against the desk trying to invent that kind of thing.) If we're going to put something into an area, it needs to be something that provides a lasting contribution to RP in that area. One-off puzzles are fun, but really belong more to the DM realm, where they can better facilitate outside-the-box solutions and quickly implement new ideas. Doing that on the building/scripting side is really slow; we can't keep up with players in this department.
We try to create things we think people will like. The skill challenges and such are usually intended to encourage people to complete something as a group. Unfortunately, there's little motivation to enter such hard-to-access areas, since the rewards don't justify the effort. We could prune some low-hanging fruit to push people to explore the less-visited dungeons more, but that would likely prove unpopular with the playerbase, and they're really the ones we're here for.
This is a really key point. We need "safe" places for RP. Filling every nook and cranny with monsters and chests does a disservice to the playerbase, because it imposes a specific purpose on that area. A lot of players (and area builders!) sometimes forget that our job is to carve out a place for people to RP, not to tell them how to use it. I give a little talk about how area design can affect players' RP in this thread, and towards the end I talk a little bit about how the more you do to an area, the more you restrict players' choices.Steve wrote: ↑Tue Jul 07, 2020 5:40 pm What I then would suggest is more Areas that are beautiful but basic, and are maps that DMs can fill out with mobs and treasure, then place a portal in a public Area so that Players can enjoy these “setups” from time to time and generate more RP off the random experience.