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General Tabletop Discussion
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Exploration based adventures/campaigns: how do you do it?
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<blockquote data-quote="Lackofname" data-source="post: 5166993" data-attributes="member: 87598"><p>Celebrim, your response seemed to be "How I make random encounters matter", not "how I make <strong>PC choices</strong> matter in a specific area". The issue is presenting players with more informed choices than just "Right, left or straight?" with no other meaningful information. I'm hung up on the meaningful information, because if the area is similar in geography, then there's not a lot of info you can give in a "right or left" type of decision.</p><p></p><p>As far as Hexcrawling goes, of what I'm familiar with, I'm looking at Pathfinder's take. Where the DM places Encounters (that may seem random) in each hex. It's broken down like so:</p><p></p><p>Sites: Just moving through the hex, period, the PCs stumble across this area. So it's like a fort or a huge monument.</p><p>Standard: The PCs have to <em>explore</em> the hex (rather than just move through it) to trigger this encounter.</p><p>Hidden: While exploring, PCs must use corresponding skills to find this encounter area. If they do not use a certain skill and do not score high enough (I think), this encounter remains hidden.</p><p></p><p>To be honest, I want to avoid just random tables. I'd rather have it <em>look random</em> to the players, but not BE random in the sense I'm rolling on a chart. I'd rather have all the materials I need right ahead of time. So it's more of an easter egg hunt (or the random encounters are traps) rather than I not knowing what's there either. </p><p></p><p><strong>Also about Hexcrawling</strong>. The Pcs want to look for raw materials like ore that can be mined and other resources. And I'm not sure how to do this. I am leery of just rolling for resources, because then the PCs can go "yay we now have a gold mine close to our colony" and suddenly things get much out of wack economically, and developementally. But I agree that the Pcs should be able to find resources and the like, but it should be more difficult than just a random roll, and the locations should be more... challenging.</p></blockquote><p></p>
[QUOTE="Lackofname, post: 5166993, member: 87598"] Celebrim, your response seemed to be "How I make random encounters matter", not "how I make [B]PC choices[/B] matter in a specific area". The issue is presenting players with more informed choices than just "Right, left or straight?" with no other meaningful information. I'm hung up on the meaningful information, because if the area is similar in geography, then there's not a lot of info you can give in a "right or left" type of decision. As far as Hexcrawling goes, of what I'm familiar with, I'm looking at Pathfinder's take. Where the DM places Encounters (that may seem random) in each hex. It's broken down like so: Sites: Just moving through the hex, period, the PCs stumble across this area. So it's like a fort or a huge monument. Standard: The PCs have to [I]explore[/I] the hex (rather than just move through it) to trigger this encounter. Hidden: While exploring, PCs must use corresponding skills to find this encounter area. If they do not use a certain skill and do not score high enough (I think), this encounter remains hidden. To be honest, I want to avoid just random tables. I'd rather have it [I]look random[/I] to the players, but not BE random in the sense I'm rolling on a chart. I'd rather have all the materials I need right ahead of time. So it's more of an easter egg hunt (or the random encounters are traps) rather than I not knowing what's there either. [B]Also about Hexcrawling[/B]. The Pcs want to look for raw materials like ore that can be mined and other resources. And I'm not sure how to do this. I am leery of just rolling for resources, because then the PCs can go "yay we now have a gold mine close to our colony" and suddenly things get much out of wack economically, and developementally. But I agree that the Pcs should be able to find resources and the like, but it should be more difficult than just a random roll, and the locations should be more... challenging. [/QUOTE]
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