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Exploration based adventures/campaigns: how do you do it?
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<blockquote data-quote="Celebrim" data-source="post: 5167051" data-attributes="member: 4937"><p>While I agree that this is always best, sometimes its just not practical. For a 25x25 hex grid, if I wanted to prep the whole thing I might be tempted to turn my tables into a computer program/dice roller to generate the initial set of 625 results. And frankly, depending on your scale you are going to run into one of two problems. </p><p></p><p>Your hexes are big (36 miles), but only have one feature in them, resulting in lots of empty space. It might be days of travel time between features if features are easily missed and suddenly you'll be reaching for ways to add interest despite having 'prepped everything' ahead of time.</p><p></p><p>Your hexes are small (6 miles or smaller), so that one main feature might suffice for the moment (one game day's travel now involves possibly several events), but now you players might well leave the 25x25 grid during the first session if they just head in one direction consistantly.</p><p></p><p>And really, while 6 mile grid might be a good starting point for a low level sandbox, you'll quickly find the need for 1 mile grids or smaller in important areas. </p><p></p><p>And thats to say nothing about the problem that purely random results are usually undesirable over that scale because you want to start creating interconnections between encounters as you create them.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5167051, member: 4937"] While I agree that this is always best, sometimes its just not practical. For a 25x25 hex grid, if I wanted to prep the whole thing I might be tempted to turn my tables into a computer program/dice roller to generate the initial set of 625 results. And frankly, depending on your scale you are going to run into one of two problems. Your hexes are big (36 miles), but only have one feature in them, resulting in lots of empty space. It might be days of travel time between features if features are easily missed and suddenly you'll be reaching for ways to add interest despite having 'prepped everything' ahead of time. Your hexes are small (6 miles or smaller), so that one main feature might suffice for the moment (one game day's travel now involves possibly several events), but now you players might well leave the 25x25 grid during the first session if they just head in one direction consistantly. And really, while 6 mile grid might be a good starting point for a low level sandbox, you'll quickly find the need for 1 mile grids or smaller in important areas. And thats to say nothing about the problem that purely random results are usually undesirable over that scale because you want to start creating interconnections between encounters as you create them. [/QUOTE]
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