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Keep on the Borderlands - How do you run the Wilderness?
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<blockquote data-quote="Paul Farquhar" data-source="post: 9289953" data-attributes="member: 6906155"><p>In all cases "How I run it" is however I think will be most fun for me and my players. With any published adventure, chop and change it to suit yourself, it doesn't matter what the original author had in mind, they are not playing at your table.</p><p></p><p>As for what<em> I </em>would do:</p><p></p><p>The scrappy nature of the original map suggests the author did not think it very important. Why not? Because hexcrawls presuppose the area is unexplored, and the area around the keep is fairly well known to the people who live there. The PCs don't need to explore, since if they want to find something they can just ask a local for directions.</p><p></p><p>As for a player map, make them one. It doesn't have to be pretty or accurate - indeed it shouldn't be. Imagine you are a military officer sketching something out for a bunch of irritating mercenaries who you want to help deal with your monster problem. You sketch out a map of what you understand the local area is like with a stick of charcoal* on a scrap of parchment, with particular emphasis on where you think the monsters are.</p><p></p><p>You where right the first time your ran it, the wilderness isn't intended to be a significant part of this adventure. If the PCs survive the borderlands, then they can move out to explore the uncharted wilderness beyond.</p><p></p><p>Tonally, I suggest you have the PCs borrow horses and ride everywhere, and emphasise the barren emptiness in your descriptions. It goes with the Wild West feel of the adventure.</p><p></p><p>*If you don't have charcoal, use a soft pencil, photograph your drawing with your phone, enlarge it, use a black and white filter, then print it.</p></blockquote><p></p>
[QUOTE="Paul Farquhar, post: 9289953, member: 6906155"] In all cases "How I run it" is however I think will be most fun for me and my players. With any published adventure, chop and change it to suit yourself, it doesn't matter what the original author had in mind, they are not playing at your table. As for what[I] I [/I]would do: The scrappy nature of the original map suggests the author did not think it very important. Why not? Because hexcrawls presuppose the area is unexplored, and the area around the keep is fairly well known to the people who live there. The PCs don't need to explore, since if they want to find something they can just ask a local for directions. As for a player map, make them one. It doesn't have to be pretty or accurate - indeed it shouldn't be. Imagine you are a military officer sketching something out for a bunch of irritating mercenaries who you want to help deal with your monster problem. You sketch out a map of what you understand the local area is like with a stick of charcoal* on a scrap of parchment, with particular emphasis on where you think the monsters are. You where right the first time your ran it, the wilderness isn't intended to be a significant part of this adventure. If the PCs survive the borderlands, then they can move out to explore the uncharted wilderness beyond. Tonally, I suggest you have the PCs borrow horses and ride everywhere, and emphasise the barren emptiness in your descriptions. It goes with the Wild West feel of the adventure. *If you don't have charcoal, use a soft pencil, photograph your drawing with your phone, enlarge it, use a black and white filter, then print it. [/QUOTE]
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