skeptical_stun says:
The idea of an entire continent is unpleasantly daunting because players could end up ANYWHERE. I feel like a smaller area might force players to be a little more strategically minded because they can't just disappear to another nation if this one isn't working out anymore, or if it doesn't have the tools they need to overcome an obstacle.
I mean, I don't want to derail this thread, but you really shouldn't look at GMing like that. Trying to play like that is a number 1 reason how and why GMs burn out. Uncooperative/uncollaborative players.
If your players aren't going to buy into the story you're planning, then no reasonable degree of geographic restriction is going to make things easier.
What you're envisioning here is a problem that should be nipped in the bud during a Session Zero.
GMing
is not about letting things go wherever the Players want them to go, whenever they want them to go there.
It should be a
collaborative storytelling effort.
The Players need to find a reason for their character to be interested in the other characters and the game premise as it is presented, and they need to work with what you give them and work to make that an awesome story. On the other side of that coin, as GM, you need to leave the solution to any given quest open ended, you need to note what they are enjoying and what they are not, and plan for the future to be sure to keep those elements going, you need to incorporate character Bonds or other interests and goals into the plot.
But, as GM, you are not required to be ready for anything at any time, anywhere in the game world. It's not reasonable. It's a clear indication the players are not trying to collaborate, which is a violation of the most basic principles of rpgs...
Thank you for coming to my TED talk ๐