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Exploration based adventures/campaigns: how do you do it?
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<blockquote data-quote="Lackofname" data-source="post: 5167283" data-attributes="member: 87598"><p>You just described my campaign. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> Granted, it's not "We need a place to flee to" but "Hey there's land over yonder we don't know about! There is obviously resources to be exploited! Strange things to be had. You, go explore it and set up a colony for us." </p><p></p><p>I have a strong idea of the "starting area", and what's <em>there </em>(and beyond). I have enough material - I've combed through the Isle of Dread, Pathfinder's Mwangi Expanse, Eberron's Xen'Drik, and Greyhawk's... uh... the jungle-y area in Savage Tide (and where the Spire of Long Shadows is located in Age of Worms). I've even snooped through the Scarred Lands' books, as well as Exalted. I've stolen, filed off the serial numbers, and chosen what's going where.</p><p></p><p><strong>What I need</strong> are the other things that fill in the gaps beyond "What's on the map". How to invoke the feel of Exploration and Wonder, getting the ball rolling and getting the players involved in asking questions, being invested and interested. How do you make the players <em>feel</em> like Indiana Jones or Lewis and Clark versus feeling like just another adventuring party plundering a dungeon. How do you make them say "ooh, I want to go there next". </p><p></p><p>1e is said to be big on Exploring the Dungeon, and I want to know how 1e <em>did it</em>. There has to be some various DM tricks that did so.</p></blockquote><p></p>
[QUOTE="Lackofname, post: 5167283, member: 87598"] You just described my campaign. :) Granted, it's not "We need a place to flee to" but "Hey there's land over yonder we don't know about! There is obviously resources to be exploited! Strange things to be had. You, go explore it and set up a colony for us." I have a strong idea of the "starting area", and what's [I]there [/I](and beyond). I have enough material - I've combed through the Isle of Dread, Pathfinder's Mwangi Expanse, Eberron's Xen'Drik, and Greyhawk's... uh... the jungle-y area in Savage Tide (and where the Spire of Long Shadows is located in Age of Worms). I've even snooped through the Scarred Lands' books, as well as Exalted. I've stolen, filed off the serial numbers, and chosen what's going where. [B]What I need[/B] are the other things that fill in the gaps beyond "What's on the map". How to invoke the feel of Exploration and Wonder, getting the ball rolling and getting the players involved in asking questions, being invested and interested. How do you make the players [I]feel[/I] like Indiana Jones or Lewis and Clark versus feeling like just another adventuring party plundering a dungeon. How do you make them say "ooh, I want to go there next". 1e is said to be big on Exploring the Dungeon, and I want to know how 1e [I]did it[/I]. There has to be some various DM tricks that did so. [/QUOTE]
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Exploration based adventures/campaigns: how do you do it?
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