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Expedition based adventuring
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<blockquote data-quote="FrogReaver" data-source="post: 6826227" data-attributes="member: 6795602"><p>Yes, Indiana Jones was an inspiration for this idea. It would also work well for the Mummy.</p><p></p><p>I think we can consolidate this kind of adventure down to certain parts that can be either hand waved for your group or played out depending on preferences.</p><p><strong>1. Planning the expedition. </strong>Are you joining an expedition and want to pick the best one for your team? Are you setting up the expedition and working out all it's details including who and what to bring? Does the DM gives you certain expedition packages you can choose from instead of leaving you to freeform it all?</p><p></p><p>The point is that there are numerous ways to address the planning phase depending on player preferences.</p><p></p><p><strong>2. The journey to the ruins</strong> You can play out each and every day. You can pause travel when the party needs to do something important fast forward every other time in the form of a narrative. You can bypass most all of the journey and just roll on random tables to see what happened.</p><p></p><p><strong>3. Exploring the ruins</strong> This part needs played out but it can be done with letting the workers be more autonomous or with giving the players more control over where and how the workers operate.</p><p></p><p>So depending on player preferences you have some choices on how to run these. My preferences may be different than yours. But I think this list more or less includes the essentials and the possible ways to handle them in this kind of adventure.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 6826227, member: 6795602"] Yes, Indiana Jones was an inspiration for this idea. It would also work well for the Mummy. I think we can consolidate this kind of adventure down to certain parts that can be either hand waved for your group or played out depending on preferences. [B]1. Planning the expedition. [/B]Are you joining an expedition and want to pick the best one for your team? Are you setting up the expedition and working out all it's details including who and what to bring? Does the DM gives you certain expedition packages you can choose from instead of leaving you to freeform it all? The point is that there are numerous ways to address the planning phase depending on player preferences. [B]2. The journey to the ruins[/B] You can play out each and every day. You can pause travel when the party needs to do something important fast forward every other time in the form of a narrative. You can bypass most all of the journey and just roll on random tables to see what happened. [B]3. Exploring the ruins[/B] This part needs played out but it can be done with letting the workers be more autonomous or with giving the players more control over where and how the workers operate. So depending on player preferences you have some choices on how to run these. My preferences may be different than yours. But I think this list more or less includes the essentials and the possible ways to handle them in this kind of adventure. [/QUOTE]
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