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Exploration based adventures/campaigns: how do you do it?
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<blockquote data-quote="Fanaelialae" data-source="post: 5167969" data-attributes="member: 53980"><p>One of my DMs recently started an exploration style campaign set on a island of myth (where many of the mainland races legendarily hail from). Before it started he mentioned that, for the cost of a trained skill, players could start knowing a dead hieroglyphic language akin to Sanskrit (Ponegliff).</p><p></p><p>Thus far, it's been utterly useless for communicating with the natives (we've only had one game though). However, it's been quite useful nonetheless, as we've been finding Ponegliff symbols all about the island that have given us clues and insight. Even if I hadn't chosen for my character to learn it, there's an NPC back at the base camp who can read it as well (presumably we could have taken charcoal rubbings back to him for deciphering).</p><p></p><p>It's one approach, if you want the PCs to be unable to communicate with the natives but still able to gather setting information. Create an obscure dead language that was used by the last advanced civilization to inhabit your sandbox, and include an NPC who can read (and perhaps teach) it in case none of your players take the hint.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 5167969, member: 53980"] One of my DMs recently started an exploration style campaign set on a island of myth (where many of the mainland races legendarily hail from). Before it started he mentioned that, for the cost of a trained skill, players could start knowing a dead hieroglyphic language akin to Sanskrit (Ponegliff). Thus far, it's been utterly useless for communicating with the natives (we've only had one game though). However, it's been quite useful nonetheless, as we've been finding Ponegliff symbols all about the island that have given us clues and insight. Even if I hadn't chosen for my character to learn it, there's an NPC back at the base camp who can read it as well (presumably we could have taken charcoal rubbings back to him for deciphering). It's one approach, if you want the PCs to be unable to communicate with the natives but still able to gather setting information. Create an obscure dead language that was used by the last advanced civilization to inhabit your sandbox, and include an NPC who can read (and perhaps teach) it in case none of your players take the hint. [/QUOTE]
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Exploration based adventures/campaigns: how do you do it?
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