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General Tabletop Discussion
*TTRPGs General
Exploration based adventures/campaigns: how do you do it?
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<blockquote data-quote="ExploderWizard" data-source="post: 5167437" data-attributes="member: 66434"><p>Exploration is style of play that engages the players at the table on a level beyond the character sheet. The scope of imagined space can be as limited or expansive as you would care to make it. If the area is unfamiliar to the players you could run an exploration game within a city. </p><p> </p><p>For a great modern product that screams exploration, pick up <em>Frandor's Keep </em>for the new Hackmaster game. Even if you don't play HM the supplement is a great read and chock full of ideas on building a mini-setting and interweaving the details in such a way as to make the place come alive. </p><p> </p><p>The trick with this type of game is first to gather a group of proactive players. If the group just sits around waiting to be shoved into action constantly your exploration campaign will sink like a brick. </p><p> </p><p>Once you have a scope for the place settled ( a new continent in your case) pick out the major features, flora, fauna, and population (if any) that make it interesting. Decide who or what weilds power and has any sort of control over this area. Is there a forgotten temple to an ancient slumbering malevolent deity out there somewhere? If so, does anyone know about it ? Decide on the major points of interest and general map layout. You can get more detailed and layer in other things as play progresses. </p><p> </p><p>Campaigns of this sort can run for a long time on connected mini adventures with no central plot or story to work towards. If the area is untamed then there may be many powers that are attempting to annex, and colonize/exploit the area. All it takes is one rumor of gold in those unexplored mountains to draw all kinds of interest to the place. You could have a wild West atmosphere going eventually as all greedy nations send their teams into the great unknown in search of wealth and glory for mother (insert kingdom name here) </p><p> </p><p>The best trick in your arsenal will be information. You will want to feed it to the players in abundance. Don't make finding out about the area in question a chore. Of course, being a largely unexplored region the vast majority of that info will be fantastical hogwash. Feed the players such outlandish nonsense that they will be compelled to go pull a Penn & Teller on the place. Once they have investigated at least a portion of the region they will have a treasure more valuable than gold: factual information about the area that others want desparately.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p> </p><p>More later....very tired.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 5167437, member: 66434"] Exploration is style of play that engages the players at the table on a level beyond the character sheet. The scope of imagined space can be as limited or expansive as you would care to make it. If the area is unfamiliar to the players you could run an exploration game within a city. For a great modern product that screams exploration, pick up [I]Frandor's Keep [/I]for the new Hackmaster game. Even if you don't play HM the supplement is a great read and chock full of ideas on building a mini-setting and interweaving the details in such a way as to make the place come alive. The trick with this type of game is first to gather a group of proactive players. If the group just sits around waiting to be shoved into action constantly your exploration campaign will sink like a brick. Once you have a scope for the place settled ( a new continent in your case) pick out the major features, flora, fauna, and population (if any) that make it interesting. Decide who or what weilds power and has any sort of control over this area. Is there a forgotten temple to an ancient slumbering malevolent deity out there somewhere? If so, does anyone know about it ? Decide on the major points of interest and general map layout. You can get more detailed and layer in other things as play progresses. Campaigns of this sort can run for a long time on connected mini adventures with no central plot or story to work towards. If the area is untamed then there may be many powers that are attempting to annex, and colonize/exploit the area. All it takes is one rumor of gold in those unexplored mountains to draw all kinds of interest to the place. You could have a wild West atmosphere going eventually as all greedy nations send their teams into the great unknown in search of wealth and glory for mother (insert kingdom name here) The best trick in your arsenal will be information. You will want to feed it to the players in abundance. Don't make finding out about the area in question a chore. Of course, being a largely unexplored region the vast majority of that info will be fantastical hogwash. Feed the players such outlandish nonsense that they will be compelled to go pull a Penn & Teller on the place. Once they have investigated at least a portion of the region they will have a treasure more valuable than gold: factual information about the area that others want desparately.;) More later....very tired. [/QUOTE]
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Exploration based adventures/campaigns: how do you do it?
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