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Daunting: Party of 5 new players who want a travel/exploration campaign
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<blockquote data-quote="S'mon" data-source="post: 4924492" data-attributes="member: 463"><p>For me, the key is to avoid a linear-series-of-encounters model. For this reason I would avoid "caravan guards" type campaigns, unless the caravan is just an excuse for adventure site of the week, the Rawhide/Star Trek model.</p><p></p><p>For exploration, there needs to be <strong>choice </strong>- do the PCs try to cross the river, go upstream looking for a ford, or downstream looking for the rumoured bridge? What if there are trolls in the marshes, but the hills risk dangerous rockslides? Negotiate with the Kawanga barbarians, fight, or detour around them?</p><p></p><p>I recommend purchasing a predone "sand box" setting, either to use or to inspire your own work. Points of Light I & II are in-print and excellent for this. Wilderlands of High Fantasy box set is huge and very good, OOP but you can get it as a pdf.</p><p></p><p>1. Select, or create, a sand box environment.</p><p></p><p>2. Think about reasons why the PCs will want to cross it - searching for treasure, returning home after a 'teleport' trap, questing for an artifact, hunting a villain, etc.</p><p></p><p>3. Think about some cool areas on the map, focusing on decision-points.</p><p></p><p>4. Create some appropriate, exciting encounters for different areas; some degree of randomness is good, whatever suits you. Some encounters that can take place anywhere are good too.</p><p></p><p>5. Finally, think about links between different areas, rumours, develop a few recurring NPCs. Much of this can be done in-play.</p><p></p><p>6. Profit.</p></blockquote><p></p>
[QUOTE="S'mon, post: 4924492, member: 463"] For me, the key is to avoid a linear-series-of-encounters model. For this reason I would avoid "caravan guards" type campaigns, unless the caravan is just an excuse for adventure site of the week, the Rawhide/Star Trek model. For exploration, there needs to be [B]choice [/B]- do the PCs try to cross the river, go upstream looking for a ford, or downstream looking for the rumoured bridge? What if there are trolls in the marshes, but the hills risk dangerous rockslides? Negotiate with the Kawanga barbarians, fight, or detour around them? I recommend purchasing a predone "sand box" setting, either to use or to inspire your own work. Points of Light I & II are in-print and excellent for this. Wilderlands of High Fantasy box set is huge and very good, OOP but you can get it as a pdf. 1. Select, or create, a sand box environment. 2. Think about reasons why the PCs will want to cross it - searching for treasure, returning home after a 'teleport' trap, questing for an artifact, hunting a villain, etc. 3. Think about some cool areas on the map, focusing on decision-points. 4. Create some appropriate, exciting encounters for different areas; some degree of randomness is good, whatever suits you. Some encounters that can take place anywhere are good too. 5. Finally, think about links between different areas, rumours, develop a few recurring NPCs. Much of this can be done in-play. 6. Profit. [/QUOTE]
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Daunting: Party of 5 new players who want a travel/exploration campaign
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