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Daunting: Party of 5 new players who want a travel/exploration campaign
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<blockquote data-quote="Saeviomagy" data-source="post: 4924160" data-attributes="member: 5890"><p>The only real difference between a travel/exploration game and a dungeon crawl is the size of the map.</p><p></p><p>Both are a set of scenes, connected by dead time in which nothing really happens. Between each little grouping of scenes, expect the players to be full on resources.</p><p></p><p>Remember that exploration games can still have dungeons, they just tend to be smaller.</p><p></p><p>Try to avoid focussing on logistics and day-to-day minutae. Dying of thirst in a desert is not suspenseful, interesting or heroic no matter what darksun says.</p><p></p><p>Resist the urge to introduce mandatory random encounters every day: instead try informing the players about dangers in the region, and allowing the players to choose which encounters they have. I mean sure, occasionally spring something unexpected, but don't always make it a bad thing.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 4924160, member: 5890"] The only real difference between a travel/exploration game and a dungeon crawl is the size of the map. Both are a set of scenes, connected by dead time in which nothing really happens. Between each little grouping of scenes, expect the players to be full on resources. Remember that exploration games can still have dungeons, they just tend to be smaller. Try to avoid focussing on logistics and day-to-day minutae. Dying of thirst in a desert is not suspenseful, interesting or heroic no matter what darksun says. Resist the urge to introduce mandatory random encounters every day: instead try informing the players about dangers in the region, and allowing the players to choose which encounters they have. I mean sure, occasionally spring something unexpected, but don't always make it a bad thing. [/QUOTE]
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Daunting: Party of 5 new players who want a travel/exploration campaign
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