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campaign design help needed
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<blockquote data-quote="rounser" data-source="post: 165813" data-attributes="member: 1106"><p>I've been on the player end of a framework similar to this one:</p><p></p><p>Players get a wilderness hex map with 1 hex/mile scale (you may want to use 5 miles or 10). Terrain symbols get filled in for hexes the PCs know or can see from their current location, blank otherwise. PC location is only at the "you are in this hex" level of detail.</p><p></p><p>Certain hexes have descriptions which get read to PCs, or feature lairs, encounters or other notable features (druid's grove, ruined tower, bandit camp, strange obelisk, farm etc.), but certain features may be missed if the PCs are travelling fast or don't search the area. Given that 3E has rules for encounter range and spotting things, this would work even better under the new rules.</p><p></p><p>The result of this is that you can populate your wilderness like you would a dungeon, and pop a description of an interesting hex just as you would a dungeon room when the PCs arrive. The downside is that PCs never really get lost unless you do something tricky. It would also be good to explain to PCs how the system worked so they don't assume that entering a hex means you know everything about it's contents, like we did...</p></blockquote><p></p>
[QUOTE="rounser, post: 165813, member: 1106"] I've been on the player end of a framework similar to this one: Players get a wilderness hex map with 1 hex/mile scale (you may want to use 5 miles or 10). Terrain symbols get filled in for hexes the PCs know or can see from their current location, blank otherwise. PC location is only at the "you are in this hex" level of detail. Certain hexes have descriptions which get read to PCs, or feature lairs, encounters or other notable features (druid's grove, ruined tower, bandit camp, strange obelisk, farm etc.), but certain features may be missed if the PCs are travelling fast or don't search the area. Given that 3E has rules for encounter range and spotting things, this would work even better under the new rules. The result of this is that you can populate your wilderness like you would a dungeon, and pop a description of an interesting hex just as you would a dungeon room when the PCs arrive. The downside is that PCs never really get lost unless you do something tricky. It would also be good to explain to PCs how the system worked so they don't assume that entering a hex means you know everything about it's contents, like we did... [/QUOTE]
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