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An inexperienced DM is asking for your pennies ...
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<blockquote data-quote="Herobizkit" data-source="post: 6820950" data-attributes="member: 36150"><p>The city-building system is in Ultimate Campaign, sure, which is why I said to use it in place of the one in the actual Adventure Path. But also, it's an _Adventure Path_ - you may not be aware of all of the dungeons/stuff he has to explore to get resources before these issues ever become a problem. </p><p></p><p>Spoilers follow....</p><p></p><p>[sblock]The first adventure has the heroes "go south" into the wilds of an uncharted forest. Their goal is to chart every hex in an area and return. Once this is completed, they are given Resource Points with which to start their first town.</p><p></p><p>There are something like 26 hexes with stuff in them, some of them role-playing opportunities, some of which are natural traps, a few are points of interest, a bunch of fights, and the meat of the adventure is a Thieves' Fort with a guy in charge called the Stag Lord.</p><p></p><p>Now, it also turns out that should the heroes defeat the Stag Lord, they can either turn him over to a second town or someone will come from there to investigate; regardless, the players get more Resource Points.</p><p></p><p>This all takes the heroes to level 3.</p><p></p><p>Then, the city-building can begin. The heroes spend up to a year to clear hexes and do stuff with the city, and then...</p><p></p><p>More hex-crawling. Each campaign month, the players get a special "city-building" turn where you follow the Ultimate Campaign stuff based on what your players picked for their town.[/sblock]Also, on some level, yes, you're responsible for putting in details that are not covered in the Path. That's your job as DM. It's also your job to make sure you're having fun, too, though - so this is the opportunity to add in extra dungeons if you like.</p></blockquote><p></p>
[QUOTE="Herobizkit, post: 6820950, member: 36150"] The city-building system is in Ultimate Campaign, sure, which is why I said to use it in place of the one in the actual Adventure Path. But also, it's an _Adventure Path_ - you may not be aware of all of the dungeons/stuff he has to explore to get resources before these issues ever become a problem. Spoilers follow.... [sblock]The first adventure has the heroes "go south" into the wilds of an uncharted forest. Their goal is to chart every hex in an area and return. Once this is completed, they are given Resource Points with which to start their first town. There are something like 26 hexes with stuff in them, some of them role-playing opportunities, some of which are natural traps, a few are points of interest, a bunch of fights, and the meat of the adventure is a Thieves' Fort with a guy in charge called the Stag Lord. Now, it also turns out that should the heroes defeat the Stag Lord, they can either turn him over to a second town or someone will come from there to investigate; regardless, the players get more Resource Points. This all takes the heroes to level 3. Then, the city-building can begin. The heroes spend up to a year to clear hexes and do stuff with the city, and then... More hex-crawling. Each campaign month, the players get a special "city-building" turn where you follow the Ultimate Campaign stuff based on what your players picked for their town.[/sblock]Also, on some level, yes, you're responsible for putting in details that are not covered in the Path. That's your job as DM. It's also your job to make sure you're having fun, too, though - so this is the opportunity to add in extra dungeons if you like. [/QUOTE]
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