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<blockquote data-quote="!DWolf" data-source="post: 8123384" data-attributes="member: 7026314"><p>Despite a horrible week at work (covering for multiple people out with covid <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /> ), I managed to run the mini-hex “dungeon” from my previous post. It went okay but it could have gone better. I implemented a variant of the scout action in which each person scouting got to see the hazards of one of the adjacent hexes and that worked pretty well. What didn’t work was the environment- it was a very boring fungus covered island. I added some terrain and scenery and hazards to improve it, but couldn’t really get it to gel (it didn’t really help that I was exhausted when running it and my voice was almost gone from doing NPCs). I think the base idea is sound, and my players had fun, but next time I try this I am going to use a more dynamic environment- I think a village raid or a riot or something similar would work a little better than a dead, silent island. </p><p></p><p>On the plus side players had several Eureuka moments where they put things together. The first was when the Wizard - who always asks about the lore of the shipwrecks they found - used the lore of a recently discovered shipwreck and some other clues they found while exploring to realize there was another survivor on the island. The second was when the players realized that what they were looking for on the above mentioned small island was probably in a ship wreck and so they traveled along the coast to find it (and headed right to it). Very smart and I love it when my players reason their way through problems.</p></blockquote><p></p>
[QUOTE="!DWolf, post: 8123384, member: 7026314"] Despite a horrible week at work (covering for multiple people out with covid :( ), I managed to run the mini-hex “dungeon” from my previous post. It went okay but it could have gone better. I implemented a variant of the scout action in which each person scouting got to see the hazards of one of the adjacent hexes and that worked pretty well. What didn’t work was the environment- it was a very boring fungus covered island. I added some terrain and scenery and hazards to improve it, but couldn’t really get it to gel (it didn’t really help that I was exhausted when running it and my voice was almost gone from doing NPCs). I think the base idea is sound, and my players had fun, but next time I try this I am going to use a more dynamic environment- I think a village raid or a riot or something similar would work a little better than a dead, silent island. On the plus side players had several Eureuka moments where they put things together. The first was when the Wizard - who always asks about the lore of the shipwrecks they found - used the lore of a recently discovered shipwreck and some other clues they found while exploring to realize there was another survivor on the island. The second was when the players realized that what they were looking for on the above mentioned small island was probably in a ship wreck and so they traveled along the coast to find it (and headed right to it). Very smart and I love it when my players reason their way through problems. [/QUOTE]
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