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<blockquote data-quote="Manbearcat" data-source="post: 8164206" data-attributes="member: 6696971"><p>Anyone who feels like they run a "True Sandbox", I'm curious in what ways their system is differentiated from the Expert Set and Dungeon World (Perilous Wilds in particular) in terms of wilderness travel. </p><p></p><p><strong>WILDERNESS PLAY LOOP</strong> </p><p></p><p>The Expert Set's wilderness play loop tries to just scale up Moldvay Basic's play loop up from "The Exploration Turn" to "The Day's Travel." Its neither particularly satisfying nor wieldy. Frame situation in 6 mile hex > PCs use established marching order and pick direction/course for 1 day's worth travel > check for Lost > check for Wandering Monsters and go to Encounter procedures if it hits > End Travel (Camp/Keep Watch and Rest). There are a lot of things that are fuzzy and not terribly well integrated...leaving the GM to sort it out/balance (except for things like Foraging...you cannot Forage, there is hard cap on rations for your trek...but its left to the GM what the fallout for ration spoilation/loss and attendant exposure would be and how that would manifest mechanically).</p><p></p><p><em>Dungeon World</em> (and <em>Perilous Wilds </em>specifically) mechanizes this loop with <em>Undertake a Perilous Journey</em>. Its a million times better than the Expert Loop in every way possible (framing being infinitely better integrated in subsequent decision-points, decision-points are "meatier" and more consequential, the action in a day is many times more dynamic with more interesting fallout. Consult where you are on the map and where you want to go > Confirm course to get there and how far you can get in a day > Pick Scout, Navigator, Quartermaster and make Scout Ahead move > Resolve any related Dangers or Discoveries encountered along the way > Make Navigator move > Resolve any related Dangers or Discoveries > Either/both of these moves can snowball into other problems > Make Camp Move = QM makes Manage Provisions Move and resolve Rations and any soft/hard move + one person on watch rolls +nothing for night event > if Danger resolve Stay Sharp move and then resolve Danger.</p><p></p><p>Unlike Expert, you can make a move where you spend a day attempting to Forage/Hunt (assuming all of the related risk and possibly profiting).</p><p></p><p>The Dungeon World approach is very different in several ways. It integrates a lot of gamestate/fiction-relevant decision-points + resource pressures (Encumbrance/Coin + Rations and exposure fallout along several axes - HP, Debilities, loss of/threat to Rest/Gear/Spells/Hirelings or Companions, hard Complications on fictional positioning - "you can't see/walk/use your left arm").</p><p></p><p>1) How do your games handle the wilderness play loop (time, space, movement, source(s) of pressure, encumbrance, resources)?</p><p></p><p>2) How does it make decision-points meaningful:</p><p></p><ul> <li data-xf-list-type="ul">with inferable immediate and possible downstream impacts (gamestate changes and their attendant fiction)</li> <li data-xf-list-type="ul">with interesting and dynamic tactical/strategic overhead</li> <li data-xf-list-type="ul">when and how are PCs threatened/pressured and how does that manifest mechanically?</li> </ul><p></p><p>3) Do you feel all of this is well-integrated such that your wilderness play loops result in a reliably satisfying, thematically-coherent experience? If not, where do you feel the problems lie?</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8164206, member: 6696971"] Anyone who feels like they run a "True Sandbox", I'm curious in what ways their system is differentiated from the Expert Set and Dungeon World (Perilous Wilds in particular) in terms of wilderness travel. [B]WILDERNESS PLAY LOOP[/B] The Expert Set's wilderness play loop tries to just scale up Moldvay Basic's play loop up from "The Exploration Turn" to "The Day's Travel." Its neither particularly satisfying nor wieldy. Frame situation in 6 mile hex > PCs use established marching order and pick direction/course for 1 day's worth travel > check for Lost > check for Wandering Monsters and go to Encounter procedures if it hits > End Travel (Camp/Keep Watch and Rest). There are a lot of things that are fuzzy and not terribly well integrated...leaving the GM to sort it out/balance (except for things like Foraging...you cannot Forage, there is hard cap on rations for your trek...but its left to the GM what the fallout for ration spoilation/loss and attendant exposure would be and how that would manifest mechanically). [I]Dungeon World[/I] (and [I]Perilous Wilds [/I]specifically) mechanizes this loop with [I]Undertake a Perilous Journey[/I]. Its a million times better than the Expert Loop in every way possible (framing being infinitely better integrated in subsequent decision-points, decision-points are "meatier" and more consequential, the action in a day is many times more dynamic with more interesting fallout. Consult where you are on the map and where you want to go > Confirm course to get there and how far you can get in a day > Pick Scout, Navigator, Quartermaster and make Scout Ahead move > Resolve any related Dangers or Discoveries encountered along the way > Make Navigator move > Resolve any related Dangers or Discoveries > Either/both of these moves can snowball into other problems > Make Camp Move = QM makes Manage Provisions Move and resolve Rations and any soft/hard move + one person on watch rolls +nothing for night event > if Danger resolve Stay Sharp move and then resolve Danger. Unlike Expert, you can make a move where you spend a day attempting to Forage/Hunt (assuming all of the related risk and possibly profiting). The Dungeon World approach is very different in several ways. It integrates a lot of gamestate/fiction-relevant decision-points + resource pressures (Encumbrance/Coin + Rations and exposure fallout along several axes - HP, Debilities, loss of/threat to Rest/Gear/Spells/Hirelings or Companions, hard Complications on fictional positioning - "you can't see/walk/use your left arm"). 1) How do your games handle the wilderness play loop (time, space, movement, source(s) of pressure, encumbrance, resources)? 2) How does it make decision-points meaningful: [LIST] [*]with inferable immediate and possible downstream impacts (gamestate changes and their attendant fiction) [*]with interesting and dynamic tactical/strategic overhead [*]when and how are PCs threatened/pressured and how does that manifest mechanically? [/LIST] 3) Do you feel all of this is well-integrated such that your wilderness play loops result in a reliably satisfying, thematically-coherent experience? If not, where do you feel the problems lie? [/QUOTE]
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