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How do you handle travelling and navigation?
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<blockquote data-quote="iserith" data-source="post: 6636103" data-attributes="member: 97077"><p>Your players are going to have to want to engage more with the exploration pillar of the game as well. So the first step is talking about it and coming up with ideas about what exactly it is you're exploring together, how that's going to look in play, and what rules and procedures will help you achieve those goals. Once you have come to an agreement with your players and have hashed out how the game will run, then it's just a matter of rewarding the behaviors you want to see (read: exploring!) with XP, treasure, and Inspiration.</p><p></p><p>The classic exploration game is the hexcrawl and West Marches could probably be qualified as such. The basic idea is the players travelling from hex to hex, tossing the place for anything of note, then moving on. Dealing with challenges related to terrain and logistics, running afoul of wandering monsters or monster lairs, and discovering points of interest (adventure locations) are the order of the day. In many such games, the primary goal of the characters, at least for a time, is to see what's out there and make a name for themselves. There may or may not be metaplots in which the PCs can get embroiled.</p><p></p><p>I have seen some popular blogs discuss the subject of hexcrawls recently and I have to say I haven't seen anything worth using - mostly just endless rolling on charts, granular subsystems, and keeping track of the results in tables or the like which I find to be a boring procedure indeed. I've also watched some "West Marches" actual play that just isn't my cup of tea. So I can't recommend any of these are being a source of inspiration for your own campaign.</p><p></p><p>If you're really just looking to spice up travel from point A to point B in a non-hexcrawl type game, then I'd recommend setting countdowns and deadlines for the PCs (e.g. "Get the antidote to Fort Castle before they all turn into zombies!") and then throwing challenges at them that make it difficult to achieve those deadlines. On top of that, make exploring worth it by rewarding it with XP, treasure, and Inspiration. It's an interesting choice to be operating under a deadline to get to Point B but also have a fleeting opportunity to sidetrack and get a magic sword or the like. Can we get the sword <em>and</em> get to Point B on time? Hmm...</p></blockquote><p></p>
[QUOTE="iserith, post: 6636103, member: 97077"] Your players are going to have to want to engage more with the exploration pillar of the game as well. So the first step is talking about it and coming up with ideas about what exactly it is you're exploring together, how that's going to look in play, and what rules and procedures will help you achieve those goals. Once you have come to an agreement with your players and have hashed out how the game will run, then it's just a matter of rewarding the behaviors you want to see (read: exploring!) with XP, treasure, and Inspiration. The classic exploration game is the hexcrawl and West Marches could probably be qualified as such. The basic idea is the players travelling from hex to hex, tossing the place for anything of note, then moving on. Dealing with challenges related to terrain and logistics, running afoul of wandering monsters or monster lairs, and discovering points of interest (adventure locations) are the order of the day. In many such games, the primary goal of the characters, at least for a time, is to see what's out there and make a name for themselves. There may or may not be metaplots in which the PCs can get embroiled. I have seen some popular blogs discuss the subject of hexcrawls recently and I have to say I haven't seen anything worth using - mostly just endless rolling on charts, granular subsystems, and keeping track of the results in tables or the like which I find to be a boring procedure indeed. I've also watched some "West Marches" actual play that just isn't my cup of tea. So I can't recommend any of these are being a source of inspiration for your own campaign. If you're really just looking to spice up travel from point A to point B in a non-hexcrawl type game, then I'd recommend setting countdowns and deadlines for the PCs (e.g. "Get the antidote to Fort Castle before they all turn into zombies!") and then throwing challenges at them that make it difficult to achieve those deadlines. On top of that, make exploring worth it by rewarding it with XP, treasure, and Inspiration. It's an interesting choice to be operating under a deadline to get to Point B but also have a fleeting opportunity to sidetrack and get a magic sword or the like. Can we get the sword [I]and[/I] get to Point B on time? Hmm... [/QUOTE]
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