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<blockquote data-quote="kenada" data-source="post: 8102030" data-attributes="member: 70468"><p>Your experience sounds a lot like mine when I ran Kingmaker back when it was released. Kingmaker wasn’t quite as egregious as what this sounds, but you basically had a map that was sparsely populated with encounters, and the PCs had to scour over it looking for them. Our procedure was to list out a sequence of hexes, and then I would check them all for encounters. That experience is why I so strongly dislike player-known hexes. The procedure in my current game is player-unknown and works pretty well (for us, anyway).</p><p></p><p>If you’re still at the hexploration part, I’d look to drop clues to the various encounters around the map and in areas the PCs frequent. Given them rumors or things they can discover that they need to go explore in some direction rather than just having them randomly stumble into that thing. That won’t fix the other issues the procedure has, but it should at least help you get through it and make the process feel a bit more organic.</p><p></p><p>I’d also like to expand on what !DWolf said on random encounters. You can make the encounters themselves more interesting, but you can also use them as a form of content generation. If you roll e.g., trolls; maybe the PCs encounter some trolls to fight, but perhaps instead they find troll tracks that lead to another hex where the trolls have built a camp and are trying to set up operations in the area. Depending on the random encounters table, you might be able to use this as a way to drop clues pointing the PCs in the direction they need to go to he module.</p><p></p><p>This also goes for dungeoncrawls. You can use the wandering monsters table as a prompt to decide how the inhabitants of the dungeon are moving about it and use that to keep the dungeon dynamic and dangerous (rather than as something static than can be cleared out). Again, that’s one of the key things I do to make resting have an opportunity cost in dungeons without just randomly hammering the party while they rest (because that’s lame).</p></blockquote><p></p>
[QUOTE="kenada, post: 8102030, member: 70468"] Your experience sounds a lot like mine when I ran Kingmaker back when it was released. Kingmaker wasn’t quite as egregious as what this sounds, but you basically had a map that was sparsely populated with encounters, and the PCs had to scour over it looking for them. Our procedure was to list out a sequence of hexes, and then I would check them all for encounters. That experience is why I so strongly dislike player-known hexes. The procedure in my current game is player-unknown and works pretty well (for us, anyway). If you’re still at the hexploration part, I’d look to drop clues to the various encounters around the map and in areas the PCs frequent. Given them rumors or things they can discover that they need to go explore in some direction rather than just having them randomly stumble into that thing. That won’t fix the other issues the procedure has, but it should at least help you get through it and make the process feel a bit more organic. I’d also like to expand on what !DWolf said on random encounters. You can make the encounters themselves more interesting, but you can also use them as a form of content generation. If you roll e.g., trolls; maybe the PCs encounter some trolls to fight, but perhaps instead they find troll tracks that lead to another hex where the trolls have built a camp and are trying to set up operations in the area. Depending on the random encounters table, you might be able to use this as a way to drop clues pointing the PCs in the direction they need to go to he module. This also goes for dungeoncrawls. You can use the wandering monsters table as a prompt to decide how the inhabitants of the dungeon are moving about it and use that to keep the dungeon dynamic and dangerous (rather than as something static than can be cleared out). Again, that’s one of the key things I do to make resting have an opportunity cost in dungeons without just randomly hammering the party while they rest (because that’s lame). [/QUOTE]
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