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General Tabletop Discussion
*Dungeons & Dragons
brainstorming on theme/rules for hexcrawl campaign
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<blockquote data-quote="jgsugden" data-source="post: 8213107" data-attributes="member: 2629"><p>Don't do random encounters while traveling. Have a bunch of travel encounters available, and allow whoever is DMing to choose to run one or not based upon available time.</p><p></p><p>Design modular dungeons. The idea here is that you can drop out sections of it if time does not allow for the full experience. For example, the PCs travel across the plains and find a cave. For this you'll have three maps. One is for the final encounter (and perhaps a set up encounter). Time allowing, you can insert another section of caves to be located before the final encounter that provide a few more encounters. Time allowing beyond that, you can have some more cave sections designed to be the first part of the caves and have some traps and guard type encounters.</p><p></p><p>Design each encounter so that you canup or downgrade it by adding a few extra creatures or subtracting some. If the caves I discuss above are occupied by goblins, it is easy to up and down grade it by adding goblins, wargs, hobgoblins, animals, and other light creatures. If it is a dragon's den you can up or downgrade it by adding spells, making it be asleep to start the encounter, etc...</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8213107, member: 2629"] Don't do random encounters while traveling. Have a bunch of travel encounters available, and allow whoever is DMing to choose to run one or not based upon available time. Design modular dungeons. The idea here is that you can drop out sections of it if time does not allow for the full experience. For example, the PCs travel across the plains and find a cave. For this you'll have three maps. One is for the final encounter (and perhaps a set up encounter). Time allowing, you can insert another section of caves to be located before the final encounter that provide a few more encounters. Time allowing beyond that, you can have some more cave sections designed to be the first part of the caves and have some traps and guard type encounters. Design each encounter so that you canup or downgrade it by adding a few extra creatures or subtracting some. If the caves I discuss above are occupied by goblins, it is easy to up and down grade it by adding goblins, wargs, hobgoblins, animals, and other light creatures. If it is a dragon's den you can up or downgrade it by adding spells, making it be asleep to start the encounter, etc... [/QUOTE]
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brainstorming on theme/rules for hexcrawl campaign
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