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<blockquote data-quote="rounser" data-source="post: 253760" data-attributes="member: 1106"><p>It sounds like Tonguez is joking, but I'm beginning to come around to this point of view more and more.</p><p></p><p>Wilderness = Dungeon where the encounters are seperated by distance rather than walls, and channelling PC movement is either a lot more difficult (requires distance, unfriendly terrain, obstacles or weather), or not possible at all. Slightly less XP-yielding encounters than a true dungeon. (Might be worth reverting to hexmapping for this kind of wilderness...)</p><p></p><p>City = Dungeon where the corridors are streets, the rooms are buildings, and the encounters tend to be neutral or beneficial rather than hostile. Movement channelling is challenging due to open design, but possible in back alleys. Significantly less XP-yielding encounters than a true dungeon. (Sounds rather City-State-of-the-Invincible-Overlord from this perspective...)</p><p></p><p>Thus, theoretically, you can plan your campaign in terms of "number of dungeons per campaign" as a unit of measurement of preparation effort - if you bother to detail your cities and wildernesses down to encounter level. (Most folks tend to leave them abstract.) </p><p></p><p>Combined with the "number of encounters per level" (13-14 generally) and the "number of adventures per campaign", then - combined with the EL system - it's <em>theoretically</em> possible to get rather quantitative indeed in terms of campaign planning, and plan for certain contingencies based on the form:</p><p></p><p><em>If the party chooses to clear some of Wilderness Area A, and all of Dungeon B, whilst completing Adventure C, then....</em></p><p></p><p>Very untraditional, but from this sort of framework, you could really get anal(ytical) if you wanted to. Hmmm..... <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></blockquote><p></p>
[QUOTE="rounser, post: 253760, member: 1106"] It sounds like Tonguez is joking, but I'm beginning to come around to this point of view more and more. Wilderness = Dungeon where the encounters are seperated by distance rather than walls, and channelling PC movement is either a lot more difficult (requires distance, unfriendly terrain, obstacles or weather), or not possible at all. Slightly less XP-yielding encounters than a true dungeon. (Might be worth reverting to hexmapping for this kind of wilderness...) City = Dungeon where the corridors are streets, the rooms are buildings, and the encounters tend to be neutral or beneficial rather than hostile. Movement channelling is challenging due to open design, but possible in back alleys. Significantly less XP-yielding encounters than a true dungeon. (Sounds rather City-State-of-the-Invincible-Overlord from this perspective...) Thus, theoretically, you can plan your campaign in terms of "number of dungeons per campaign" as a unit of measurement of preparation effort - if you bother to detail your cities and wildernesses down to encounter level. (Most folks tend to leave them abstract.) Combined with the "number of encounters per level" (13-14 generally) and the "number of adventures per campaign", then - combined with the EL system - it's [i]theoretically[/i] possible to get rather quantitative indeed in terms of campaign planning, and plan for certain contingencies based on the form: [i]If the party chooses to clear some of Wilderness Area A, and all of Dungeon B, whilst completing Adventure C, then....[/i] Very untraditional, but from this sort of framework, you could really get anal(ytical) if you wanted to. Hmmm..... :) [/QUOTE]
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