TL;DR I rewrote my idea. Refined things a bit, hopefully it's a little clearer. If you liked my idea to begin with, then you might find it interesting. If not, then you probably shouldn't bother reading since there are no major changes.
I wrote this with the players in mind, even though I'll explain it in person. My next chance to DM this is still several months off (we're in the middle of another campaign.)
The Isle of Dread is a module set on a huge island that was inspired by King Kong and Lost World. The players are provided a hex map that is largely blank and must explore the island, filling in the hexes as they explore. The module is a mini-sandbox campaign where the players are free to go wherever they want.
I will be changing things within the adventure: Replacing some of the monsters, editing all treasure, creating my own random encounter tables, and providing three potential adventure hooks to begin. Perhaps I will insert other classic dungeon adventures within the island, not sure yet. I will also be using a different way to calculate XP.
I don't want to level characters at appropriate points in the story since this is an open sandbox, the "story" is whatever you guys choose to do. All I provide, in regards to story, is adventure hooks. If I go by the book, then most of your XP would come from killing monsters. Rather than go by the book, I'd like to focus the xp gained based on what I think the module is all about: Exploration and loot.
XP works like this:
- You get experience points for finding loot at a rate of 1 XP = 1 G.P. value. There are some limitations to this, but that's essentially it. (you can't rob PC's and friendly NPC's for experience, for example.)
- You also get experience for exploring. XP gained is limited to this list:
1) crossing an unexplored hex
2) Encountering a neutral or hostile creature*
3) Explore a structure**
4) Change a creature's attitude to friendly.
For doing any of those four things, you get a set amount of experience points. The experience points gained depends on the character's level. The rate is shown in the table*** below. I will be totaling the experience at the end of each session and dividing equally.
Level. Exploration Experience
3rd. 90
4th. 190
5th. 375
6th. 450
7th. 550
8th. 700
9th. 800
10th. 1,050
*So to be clear, the party would receive the same XP for encountering some kobolds as facing a dragon. The amount you gain depends on your level.
**Four rooms equals one structure. Additional Exploration Experience at a rate of four rooms rounding fractions upwards, so a cavern with nine rooms would yield Exploration Experience three times.
***I got the rate of experience by figuring the amount of experience it is required to gain a level, then I take 5% of that amount. So if a PC gains Exploration Experience twenty times they will gain a level. Keep in mind the additional experience gained from loot.