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<blockquote data-quote="!DWolf" data-source="post: 8106301" data-attributes="member: 7026314"><p>[SPOILER=“Travel Procedure”]</p><p><strong>Maps:</strong> I have two maps; the first is a keyed map with a hex grid on it and the other is a large map with an outline of the area.</p><p></p><p><strong>Watches</strong> Each day is divided into eight watches of 3 hours each. The last three watches are night watches and the third watch is too hot for characters without heat resistance to do anything.</p><p></p><p><strong>Random encounters:</strong> I roll these for five days prior to each session. 1d12 per watch. 1 = random encounter, roll 1d6:</p><ol> <li data-xf-list-type="ol">Lair (trigger nearest monster lair, if lair already cleared then no encounter.</li> <li data-xf-list-type="ol">Lair</li> <li data-xf-list-type="ol">Clue (point to nearby location of interest)</li> <li data-xf-list-type="ol">Monster (uses chart in module)</li> <li data-xf-list-type="ol">Monster</li> <li data-xf-list-type="ol">Camp (DC 10 flat check, adjusted for camp concealment rating)</li> </ol><p><strong>Travel speed:</strong> Travel speed is based on how people are traveling. Traveling on a trail is base speed (6 hexes per watch), through the jungle is half speed (3 hexes per watch). Traveling cautiously or trailblazing is also at half speed (cumulative to 1.5 hexes per watch, round up of necessary).</p><p></p><p><strong>Expeditions</strong> Each day the PCs start at camp (usually base camp).</p><ol> <li data-xf-list-type="ol">The PCs decide if they want to go on an expedition or stay at camp. The characters of absent players always stay at base camp.</li> <li data-xf-list-type="ol">The players tell me their travel plans and how they are traveling.</li> <li data-xf-list-type="ol">I look at the hexmap and determine how far they get until they find something interesting (Random encounter/Keyed hex). When that happens I downshift into encounter (10 min or 1 min depending on the proximity of danger) or rp mode.</li> <li data-xf-list-type="ol">when the encounter is over we go back to travel mode.</li> <li data-xf-list-type="ol">at the end of the day the characters either made it back to base camp or must camp in the jungle.</li> </ol><p>[/SPOILER]</p><p></p><p>The issue that I am having is that when I move things on the big map, I only indicate the passage of time once (when something interesting occurs) and I am quite bad at indicating the time when I reset the scene in step 4. I figure using a wheel will visually indicate to the players the passage of time as they travel and also remind me to mention it when I reset the scene.</p><p></p><p></p><p></p><p>AD&D 2e was my first game (I actually bought the Monsterous Manual first because I liked the pictures - the invisible stalker picture is a classic btw) but I didn’t play that much of it. Picked up shadowrun 2e (on a trip to Seattle!) and that was the game I most played (also 3e), from there I transitioned to Eclipse Phase, Chronicles of Darkness, etc. I only got back into fantasy (and started really GMing) when I moved across the country and couldn’t find a game to play other than pathfinder 1e. My travel procedure is a result of me looking at the book and a lot of trial and error and listening to a lot of how to gm videos to pick up modifications and tips.</p></blockquote><p></p>
[QUOTE="!DWolf, post: 8106301, member: 7026314"] [SPOILER=“Travel Procedure”] [B]Maps:[/B] I have two maps; the first is a keyed map with a hex grid on it and the other is a large map with an outline of the area. [B]Watches[/B] Each day is divided into eight watches of 3 hours each. The last three watches are night watches and the third watch is too hot for characters without heat resistance to do anything. [B]Random encounters:[/B] I roll these for five days prior to each session. 1d12 per watch. 1 = random encounter, roll 1d6: [LIST=1] [*]Lair (trigger nearest monster lair, if lair already cleared then no encounter. [*]Lair [*]Clue (point to nearby location of interest) [*]Monster (uses chart in module) [*]Monster [*]Camp (DC 10 flat check, adjusted for camp concealment rating) [/LIST] [B]Travel speed:[/B] Travel speed is based on how people are traveling. Traveling on a trail is base speed (6 hexes per watch), through the jungle is half speed (3 hexes per watch). Traveling cautiously or trailblazing is also at half speed (cumulative to 1.5 hexes per watch, round up of necessary). [B]Expeditions[/B] Each day the PCs start at camp (usually base camp). [LIST=1] [*]The PCs decide if they want to go on an expedition or stay at camp. The characters of absent players always stay at base camp. [*]The players tell me their travel plans and how they are traveling. [*]I look at the hexmap and determine how far they get until they find something interesting (Random encounter/Keyed hex). When that happens I downshift into encounter (10 min or 1 min depending on the proximity of danger) or rp mode. [*]when the encounter is over we go back to travel mode. [*]at the end of the day the characters either made it back to base camp or must camp in the jungle. [/LIST] [/SPOILER] The issue that I am having is that when I move things on the big map, I only indicate the passage of time once (when something interesting occurs) and I am quite bad at indicating the time when I reset the scene in step 4. I figure using a wheel will visually indicate to the players the passage of time as they travel and also remind me to mention it when I reset the scene. AD&D 2e was my first game (I actually bought the Monsterous Manual first because I liked the pictures - the invisible stalker picture is a classic btw) but I didn’t play that much of it. Picked up shadowrun 2e (on a trip to Seattle!) and that was the game I most played (also 3e), from there I transitioned to Eclipse Phase, Chronicles of Darkness, etc. I only got back into fantasy (and started really GMing) when I moved across the country and couldn’t find a game to play other than pathfinder 1e. My travel procedure is a result of me looking at the book and a lot of trial and error and listening to a lot of how to gm videos to pick up modifications and tips. [/QUOTE]
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