Raven Crowking
First Post
Isn't there a complete pre-made sandbox out there that I can just buy and use? Making your own seems like a lot of work.
Wilderlands of High Fantasy is, IMHO, the best commercial starting point.
Isn't there a complete pre-made sandbox out there that I can just buy and use? Making your own seems like a lot of work.
Is there a forgotten temple to an ancient slumbering malevolent deity out there somewhere? If so, does anyone know about it ?
The best trick in your arsenal will be information. You will want to feed it to the players in abundance. Don't make finding out about the area in question a chore.
There are a lot of different opinions on how to do this. Truth be told, I don't think there has been one I agree with that I've ever seen in text. Exploration outside of one's self in RPGs usuallly means playing pattern finding games and they're a game category that has been stopped being designing for.I've been really jonsing to run a game with a heavy bent on exploration. But I am not sure exactly how to do it.
I think you mean tenets. Principally, it's going to be a game where the GM has a series of rules hidden behind a screen. A code un-abstracted about the topic to be explored. In other words, it is the thing the players are trying to figure out that is the objective of the game.In general, what sort of tenants do you use in an exploration-focused game? What are your goals? Where is your plot? If it's purely "Let's go poking around", there's no pressure, so you get the 15-minute work day, right? What other aspects are emphasized or important when running an exploration game?
Well, I don't force emotive "meaning", but leave it to the structural pattern to put choices in context of consequences. Like in chess, every choice has a cascading effect on every other action possible. It's a systemic meaning rather than purely emotive one.How do you give meaningful choices? It's easy if "To the left, the path veers into an eerie swamp and the path to the right veers into a mist-shrouded forest". But if a large area consists of forest, for instance, how do you create meaningful choices about where to explore?
I don't know how hexcrawling works, I don't really use it. I use hexed transparency overlays to measure distance ratios on spatial maps. Other than that, I don't see much real use for hexes or hexcrawling. But it is certainly a popular form to use. I can't really help with those though. :shrug:On the topic of Hexcrawling
How does it work? I picked up the Kingmaker adventure, and I was a little dissatisfied with the rules for hexcrawling. Is that it? Move through, or spend more time exploring the hex? Is that how it was used Back in the Day? Is there a better way to utilize the Hexmap for exploring?