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Expedition based adventuring
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<blockquote data-quote="FrogReaver" data-source="post: 6825330" data-attributes="member: 6795602"><p>What I am proposing is an "expedition based campaign". Players go to a big city and get hired on as adventures to join an expedition that will go out and explore remote places like ruins and abandoned castles and such that some wealthy NPC has determined may contain highly valuable treasures.</p><p></p><p>The operation will consist of certain NPC workers that help with anything that requires large manual labor. Maybe a large amount of rubble needs cleared away from a passage. Maybe there is just a ton of loot that needs carried back to town. Maybe, a tunnel needs dug. Maybe a bridge needs constructed. Maybe they are just lookouts.</p><p></p><p>Part of the PC's job is to protect those workers. But the PC's shouldn't just do so because it's their job. Without the workers doing their jobs, it may be extremely hard if not impossible for the PC's to find and bring back the treasure. Also the PC's can't just waste time because the workers have a limited amount of supplies and rations.</p><p></p><p>The PC's will have a small encampment with the workers where they can rest at of a night. However, such an encampment so far away from civilization can at most be claimed to be a semi safe place to rest.</p><p></p><p>How this will actually play: The players in the big city will be given a handful of expeditions to choose from. They can use their skills to try and make sure they pick the best expedition. Once they have chosen an expedition they will begin the journey to the expedition site. This can be handwaved or some meaningful choices can be baked into it, such as do you spend time finding a surely safe way across the river or do you brave the rapids and hope you don't lose any supplies or horses or men. Your character skills can come in handy for helping to protect against such losses. Once at the expedition site you can choose to set up a campsite. Any major thing you do can be potential be hand waved or the party can be presented with a small handful of options with certain benefits and drawbacks. Finally once the exploring starts the DM can basically design the dungeon anyway he wants without having to worry as much about the 5 minute adventuring day seeing as their are so many time contraints and the players aren't guaranteed to even get a full long rest even if they desired. (Such a campaign would also play really well with extended long and short rest rules, ie short rest = 8 hours and long rest = 1 week).</p><p></p><p>Also once one adventure is finished the players can be offered more adventure choices to keep this going. Each expedition can be written as it's own module. This makes mixing and matching them for your world very easy and also incentivises community creation of adventures because they can be used in nearly any campaign like this. To the players the world should feel very open and large and they would have plenty of meaningful choices to make. However, the world wouldn't be a strict sandbox which in some ways helps focus the players toward a single goal. However, if done correctly it would feel semi-sandboxy due to the amount of player agency that can be given.</p><p></p><p>Thoughts? Opinions?</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 6825330, member: 6795602"] What I am proposing is an "expedition based campaign". Players go to a big city and get hired on as adventures to join an expedition that will go out and explore remote places like ruins and abandoned castles and such that some wealthy NPC has determined may contain highly valuable treasures. The operation will consist of certain NPC workers that help with anything that requires large manual labor. Maybe a large amount of rubble needs cleared away from a passage. Maybe there is just a ton of loot that needs carried back to town. Maybe, a tunnel needs dug. Maybe a bridge needs constructed. Maybe they are just lookouts. Part of the PC's job is to protect those workers. But the PC's shouldn't just do so because it's their job. Without the workers doing their jobs, it may be extremely hard if not impossible for the PC's to find and bring back the treasure. Also the PC's can't just waste time because the workers have a limited amount of supplies and rations. The PC's will have a small encampment with the workers where they can rest at of a night. However, such an encampment so far away from civilization can at most be claimed to be a semi safe place to rest. How this will actually play: The players in the big city will be given a handful of expeditions to choose from. They can use their skills to try and make sure they pick the best expedition. Once they have chosen an expedition they will begin the journey to the expedition site. This can be handwaved or some meaningful choices can be baked into it, such as do you spend time finding a surely safe way across the river or do you brave the rapids and hope you don't lose any supplies or horses or men. Your character skills can come in handy for helping to protect against such losses. Once at the expedition site you can choose to set up a campsite. Any major thing you do can be potential be hand waved or the party can be presented with a small handful of options with certain benefits and drawbacks. Finally once the exploring starts the DM can basically design the dungeon anyway he wants without having to worry as much about the 5 minute adventuring day seeing as their are so many time contraints and the players aren't guaranteed to even get a full long rest even if they desired. (Such a campaign would also play really well with extended long and short rest rules, ie short rest = 8 hours and long rest = 1 week). Also once one adventure is finished the players can be offered more adventure choices to keep this going. Each expedition can be written as it's own module. This makes mixing and matching them for your world very easy and also incentivises community creation of adventures because they can be used in nearly any campaign like this. To the players the world should feel very open and large and they would have plenty of meaningful choices to make. However, the world wouldn't be a strict sandbox which in some ways helps focus the players toward a single goal. However, if done correctly it would feel semi-sandboxy due to the amount of player agency that can be given. Thoughts? Opinions? [/QUOTE]
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