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West Marches: Navigation, Getting Lost & Player Mapping
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<blockquote data-quote="Obreon" data-source="post: 7259982" data-attributes="member: 6815225"><p><span style="color: #222222"><span style="font-family: 'Verdana'">Hi All,</span></span></p><p></p><p><span style="color: #222222"><span style="font-family: 'Verdana'">Looking for some guidance/opinions on handling wilderness navigation for an online VTT West Marches game. I'm already familiar with many of the standard hexcrawl approaches to this - particularly those on The Alexandrian. Generally these entail a more or less involved process of working out actual distance and direction travelled vs intended, and combine this with player mapping to create quite a complex navigation sub-game.</span></span></p><p></p><p><span style="color: #222222"><span style="font-family: 'Verdana'">Now, on one hand, I recognise that having players piece together their own map from potentially imperfect information can contribute to an atmosphere of mystery and exploration, and it would be relatively easy to build up quite a cool player-created map over time on Roll20. Additionally, I really want the wilderness to feel unknown and dangerous, so handing out a perfectly-scaled map, even one that is slowly revealed from fog-of-war, seems like a cop-out. Finally, wilderness survival and resource management is going to be a part of this game, so I want rangers etc to feel like their skills have real value.</span></span></p><p></p><p><span style="color: #222222"><span style="font-family: 'Verdana'">On the other hand, this is not a hexcrawl properly speaking: players are generally going to be pursuing a specific, single-session objective that was agreed as part of getting a party together in the first place. While I think it would be fun to have the occasional "derailment" where the characters encounter something unexpected on their way and completely change their plans (or have the change forced on them!), I don't think it makes sense for this to be the default mode of play in a West Marches game. The players should have some interesting strategic choices to make about wilderness travel that have real consequences, but I don't want the game to become completely bogged down in travel mechanics. Given the rotating cast - many of whom may be fairly casual/new players - keeping things exciting is going to be important to sustaining interest, and I think that's going to be challenging if the players spend half of each session trying to work out where they are and whether their map is correct.</span></span></p><p></p><p><span style="color: #222222"><span style="font-family: 'Verdana'">Can people who have run West Marches-style games comment on how they ran this/what worked/what didn't? In particular:</span></span></p><p><span style="color: #222222"><span style="font-family: 'Verdana'"></span></span></p><p><span style="color: #222222"><span style="font-family: 'Verdana'"></span></span></p><ol> <li data-xf-list-type="ol">Did you have players draw their own map (especially if running on a VTT)?</li> <li data-xf-list-type="ol">How did you handle navigation/getting lost? Impose a simple delay reaching a destination; or actually move players somewhere unintended and force them to work out where they went wrong?</li> </ol><p></p><p>Cheers,</p></blockquote><p></p>
[QUOTE="Obreon, post: 7259982, member: 6815225"] [COLOR=#222222][FONT=Verdana]Hi All,[/FONT][/COLOR] [COLOR=#222222][FONT=Verdana]Looking for some guidance/opinions on handling wilderness navigation for an online VTT West Marches game. I'm already familiar with many of the standard hexcrawl approaches to this - particularly those on The Alexandrian. Generally these entail a more or less involved process of working out actual distance and direction travelled vs intended, and combine this with player mapping to create quite a complex navigation sub-game.[/FONT][/COLOR] [COLOR=#222222][FONT=Verdana]Now, on one hand, I recognise that having players piece together their own map from potentially imperfect information can contribute to an atmosphere of mystery and exploration, and it would be relatively easy to build up quite a cool player-created map over time on Roll20. Additionally, I really want the wilderness to feel unknown and dangerous, so handing out a perfectly-scaled map, even one that is slowly revealed from fog-of-war, seems like a cop-out. Finally, wilderness survival and resource management is going to be a part of this game, so I want rangers etc to feel like their skills have real value.[/FONT][/COLOR] [COLOR=#222222][FONT=Verdana]On the other hand, this is not a hexcrawl properly speaking: players are generally going to be pursuing a specific, single-session objective that was agreed as part of getting a party together in the first place. While I think it would be fun to have the occasional "derailment" where the characters encounter something unexpected on their way and completely change their plans (or have the change forced on them!), I don't think it makes sense for this to be the default mode of play in a West Marches game. The players should have some interesting strategic choices to make about wilderness travel that have real consequences, but I don't want the game to become completely bogged down in travel mechanics. Given the rotating cast - many of whom may be fairly casual/new players - keeping things exciting is going to be important to sustaining interest, and I think that's going to be challenging if the players spend half of each session trying to work out where they are and whether their map is correct.[/FONT][/COLOR] [COLOR=#222222][FONT=Verdana]Can people who have run West Marches-style games comment on how they ran this/what worked/what didn't? In particular: [/FONT][/COLOR] [LIST=1] [*]Did you have players draw their own map (especially if running on a VTT)? [*]How did you handle navigation/getting lost? Impose a simple delay reaching a destination; or actually move players somewhere unintended and force them to work out where they went wrong? [/LIST] Cheers, [/QUOTE]
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