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*TTRPGs General
Emulating exploration without the hexcrawl
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<blockquote data-quote="Rogue Agent" data-source="post: 5824473" data-attributes="member: 6673496"><p>Hmm. Okay, I don't know the Jade Regent adventure path, so I may be completely off-base. But the Marco Polo reference makes me think that the key elements are:</p><p></p><p>(1) Keeping the caravan safe</p><p>(2) Trailblazing</p><p></p><p>In other words: Marco Polo had a rough idea of where he was going, but he didn't have a precise set of travel plans.</p><p></p><p>Again, not knowing the particulars of the adventure path, I'm imagining that the PCs know their road will lead them to Magnamar and Kalsgard, but may not know exactly how to get there. (Like, they might know that Kalsgard is "somewhere north of Magnamar", but they don't actually have directions.)</p><p></p><p>Thus, we could make the exploration less about "tell me which direction you're moving on the hex map" and more about "tell me how you're going to figure out how to get to Kalsgard".</p><p></p><p>Asking around Magnamar might get you something like: "Old Man Felnore once claimed to have gone all the way to Kalsgard. He lives about a fortnight west of here now." And then they go and check that out and maybe Felnore has been kidnapped by goblins.</p><p></p><p>Or they reach a new frontier and there's a skill challenge of some sort to figure out how to avoid the local bandits. And maybe that will involve some hard choices: Journey three weeks out of your way to avoid the bandits; or cut through their territory fast and hope you make it (or can defend yourselves).</p><p></p><p>So, basically, to generalize: I would break the journey down into a sequence of "legs". (In doing this, I would generally avoid any kind of "branching" -- that's usually a ticket for lots of wasted prep.) Instead of each leg being about movement on a hex map, you make each leg about figuring out the leg actually is: Knowledge checks. Paying for local maps of higher quality.</p><p></p><p>Probably the biggest thing is including consequences for why delays or wrong paths or getting lost suck. Some of that can be generic; a large chunk of it will probably be contextual to the events of the adventure path.</p></blockquote><p></p>
[QUOTE="Rogue Agent, post: 5824473, member: 6673496"] Hmm. Okay, I don't know the Jade Regent adventure path, so I may be completely off-base. But the Marco Polo reference makes me think that the key elements are: (1) Keeping the caravan safe (2) Trailblazing In other words: Marco Polo had a rough idea of where he was going, but he didn't have a precise set of travel plans. Again, not knowing the particulars of the adventure path, I'm imagining that the PCs know their road will lead them to Magnamar and Kalsgard, but may not know exactly how to get there. (Like, they might know that Kalsgard is "somewhere north of Magnamar", but they don't actually have directions.) Thus, we could make the exploration less about "tell me which direction you're moving on the hex map" and more about "tell me how you're going to figure out how to get to Kalsgard". Asking around Magnamar might get you something like: "Old Man Felnore once claimed to have gone all the way to Kalsgard. He lives about a fortnight west of here now." And then they go and check that out and maybe Felnore has been kidnapped by goblins. Or they reach a new frontier and there's a skill challenge of some sort to figure out how to avoid the local bandits. And maybe that will involve some hard choices: Journey three weeks out of your way to avoid the bandits; or cut through their territory fast and hope you make it (or can defend yourselves). So, basically, to generalize: I would break the journey down into a sequence of "legs". (In doing this, I would generally avoid any kind of "branching" -- that's usually a ticket for lots of wasted prep.) Instead of each leg being about movement on a hex map, you make each leg about figuring out the leg actually is: Knowledge checks. Paying for local maps of higher quality. Probably the biggest thing is including consequences for why delays or wrong paths or getting lost suck. Some of that can be generic; a large chunk of it will probably be contextual to the events of the adventure path. [/QUOTE]
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