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<blockquote data-quote="!DWolf" data-source="post: 8103379" data-attributes="member: 7026314"><p>My adventure is set on an island that I eventually want the pcs to leave so I need my random encounters to exhaust content. You of course are running a proper hexcrawl so you want to add content. </p><p></p><p></p><p></p><p>This is extremely similar to what I want to do: specifically my players are going to stop briefly in a city on the way to somewhere else. There they will probably need to engage in local politics, gather supplies, do research, hire hirelings, and the rest of the usual stuff. But I want to make the city come alive both descriptively (which I can do) and mechanically (which I’m not so sure about). The later is not strictly necessary but I feel that the underlining exploration mechanics set the tone for a game. My current plan is to build an actual, if small, urban-crawl but only run it for a short time before the players have to head out into the wilderness again (probably leaving many hooks unexplored). Hopefully, if my plan works, switching from content reducing to content generating encounters combined with giving them more hooks than what they know what to do with, will result in a stark contrast between the two sections: giving my players a sense of the city simply through the change in mechanics.</p><p></p><p>And if we ever get that far; I want to switch up the mechanics again to basically a race through the wilderness with multiple competing factions. This one is still a long ways away so I haven’t thought about it throughly. It will probably involve victory points. </p><p></p><p>Then finally, I am going to finish with a mega dungeon. That’s my plan anyways. Sorry I sort of rambled on.</p></blockquote><p></p>
[QUOTE="!DWolf, post: 8103379, member: 7026314"] My adventure is set on an island that I eventually want the pcs to leave so I need my random encounters to exhaust content. You of course are running a proper hexcrawl so you want to add content. This is extremely similar to what I want to do: specifically my players are going to stop briefly in a city on the way to somewhere else. There they will probably need to engage in local politics, gather supplies, do research, hire hirelings, and the rest of the usual stuff. But I want to make the city come alive both descriptively (which I can do) and mechanically (which I’m not so sure about). The later is not strictly necessary but I feel that the underlining exploration mechanics set the tone for a game. My current plan is to build an actual, if small, urban-crawl but only run it for a short time before the players have to head out into the wilderness again (probably leaving many hooks unexplored). Hopefully, if my plan works, switching from content reducing to content generating encounters combined with giving them more hooks than what they know what to do with, will result in a stark contrast between the two sections: giving my players a sense of the city simply through the change in mechanics. And if we ever get that far; I want to switch up the mechanics again to basically a race through the wilderness with multiple competing factions. This one is still a long ways away so I haven’t thought about it throughly. It will probably involve victory points. Then finally, I am going to finish with a mega dungeon. That’s my plan anyways. Sorry I sort of rambled on. [/QUOTE]
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