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A voice from the Wilderness
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<blockquote data-quote="rounser" data-source="post: 1916064" data-attributes="member: 1106"><p>I disagree - you could make it no more expansive in number of locations than a dungeon.</p><p></p><p>Sure, they'll do that if you make your wilderness irrelevant. If you stock it like you would a dungeon, and they become aware of that fact, you'll probably find they'll explore it and loot it like a dungeon. The observation that PCs tend to make sure that they've looted everything was made by Dave Arneson in the first dungeon run, apparently. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Alternatively, how about setting up the players to map an unexplored region, or search for a lost temple? Or clear an area of wandering monsters in return for a bounty? Or find a way through the mountains? The adventure potential in exploring wilderness is huge - in fact, that's often the real world definition of adventure. You're describing the wilderness as a "highway to a city/dungeon" anyway, a traditional D&D line of thinking of the purpose of the wilderness which I thought you were railing against.</p><p></p><p>That's one way to do it. I don't see what's wrong with alternatives like the one I described - marking select hexes with a number and making notes for them like you would a dungeon room - though.</p></blockquote><p></p>
[QUOTE="rounser, post: 1916064, member: 1106"] I disagree - you could make it no more expansive in number of locations than a dungeon. Sure, they'll do that if you make your wilderness irrelevant. If you stock it like you would a dungeon, and they become aware of that fact, you'll probably find they'll explore it and loot it like a dungeon. The observation that PCs tend to make sure that they've looted everything was made by Dave Arneson in the first dungeon run, apparently. :) Alternatively, how about setting up the players to map an unexplored region, or search for a lost temple? Or clear an area of wandering monsters in return for a bounty? Or find a way through the mountains? The adventure potential in exploring wilderness is huge - in fact, that's often the real world definition of adventure. You're describing the wilderness as a "highway to a city/dungeon" anyway, a traditional D&D line of thinking of the purpose of the wilderness which I thought you were railing against. That's one way to do it. I don't see what's wrong with alternatives like the one I described - marking select hexes with a number and making notes for them like you would a dungeon room - though. [/QUOTE]
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