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<blockquote data-quote="!DWolf" data-source="post: 8198857" data-attributes="member: 7026314"><p>It's been a while:</p><p></p><p>I completed the island portion of the campaign and have moved into a brief city portion. For the city the player’s goal is to create an expedition (using the leadership system from the gamemaster guide) to head off into the jungle, so I decided to go with simplicity for the overarching structure:</p><ul> <li data-xf-list-type="ul">I divided up the city into districts, which I marked on the map with red lines.</li> <li data-xf-list-type="ul">Watches are the same (and use the same wheel): 5 day watches and 3 night watches of three hours each. The city is cooled by a breeze off the sea so characters can act during all the day watches.</li> <li data-xf-list-type="ul">Each watch characters can move to a district and perform an activity.</li> <li data-xf-list-type="ul">For each group of characters I roll 2d6. If there is a 6 it triggers a random encounter with the other dice being the danger level of the encounter (1 being no danger, 6 being very dangerous).</li> <li data-xf-list-type="ul">Random encounters usually contain recruitable NPCs.</li> <li data-xf-list-type="ul">(implemented the second session) Each day watch a town crier cries out the latest news.</li> </ul><p></p><p>The first session went pretty well, with the characters splitting up and exploring the city, though they only voluntarily recruited one npc (a navigator) because they choose to simply avoid a couple of random encounters (they got a fortune teller, a Zura cultist, pickpockets, city guards, and Shelyn dancers).</p><p></p><p>Then they left the city to look for a guide in the nearby cliffs who sent them out to nearby areas to fetch items for him in exchange for his help. And so the second session was mostly not in the city because I violated the first law of city adventures: <strong>don’t leave the city!</strong></p><p></p><p>The seconds session did have an interesting exploration section (climbing a sea stack) that didn’t quite work, and deserves its own post.</p></blockquote><p></p>
[QUOTE="!DWolf, post: 8198857, member: 7026314"] It's been a while: I completed the island portion of the campaign and have moved into a brief city portion. For the city the player’s goal is to create an expedition (using the leadership system from the gamemaster guide) to head off into the jungle, so I decided to go with simplicity for the overarching structure: [LIST] [*]I divided up the city into districts, which I marked on the map with red lines. [*]Watches are the same (and use the same wheel): 5 day watches and 3 night watches of three hours each. The city is cooled by a breeze off the sea so characters can act during all the day watches. [*]Each watch characters can move to a district and perform an activity. [*]For each group of characters I roll 2d6. If there is a 6 it triggers a random encounter with the other dice being the danger level of the encounter (1 being no danger, 6 being very dangerous). [*]Random encounters usually contain recruitable NPCs. [*](implemented the second session) Each day watch a town crier cries out the latest news. [/LIST] The first session went pretty well, with the characters splitting up and exploring the city, though they only voluntarily recruited one npc (a navigator) because they choose to simply avoid a couple of random encounters (they got a fortune teller, a Zura cultist, pickpockets, city guards, and Shelyn dancers). Then they left the city to look for a guide in the nearby cliffs who sent them out to nearby areas to fetch items for him in exchange for his help. And so the second session was mostly not in the city because I violated the first law of city adventures: [B]don’t leave the city![/B] The seconds session did have an interesting exploration section (climbing a sea stack) that didn’t quite work, and deserves its own post. [/QUOTE]
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