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<blockquote data-quote="!DWolf" data-source="post: 8234695" data-attributes="member: 7026314"><p>I ran the new expedition system last weekend and it worked really well. Some specific thoughts: <ul> <li data-xf-list-type="ul"> The days ran very smoothly and easily despite a couple of minor hiccups due to how I organized my notes: I had the days in one section of my game binder, but the monsters stats/event descriptions on my phone and was using a notebook to keep track of combat. Reorganizing and condensing everything into a two page spread per day should make it run even smoother.<br /> </li> <li data-xf-list-type="ul"> I didn’t get through all the content I wanted to because we started late and a large number of weather hazards were rolled (wind storms, heat waves, dust storms, and downpours that caused flash floods) that really slowed down the pace of travel. So a four day journey became 7 and using this system that increases the play time significantly. Thus, instead of ending with a set piece investigation/fight, we are going to be starting with it next session.<br /> </li> <li data-xf-list-type="ul"> The morale system is working as intended so far with a slow death spiral as the journey wears on. One thing I noticed is that the events naturally formed plot threads with one or two players engaged with each thread (players also began starting their own threads to try and improve morale via role play <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ) - and I needed to be generating events per thread instead of one per day. It reminded me very much of running Mage: the Awakening actually. This naturally increased the time it took to get through a day.</li> </ul></blockquote><p></p>
[QUOTE="!DWolf, post: 8234695, member: 7026314"] I ran the new expedition system last weekend and it worked really well. Some specific thoughts:[list] [*] The days ran very smoothly and easily despite a couple of minor hiccups due to how I organized my notes: I had the days in one section of my game binder, but the monsters stats/event descriptions on my phone and was using a notebook to keep track of combat. Reorganizing and condensing everything into a two page spread per day should make it run even smoother. [*] I didn’t get through all the content I wanted to because we started late and a large number of weather hazards were rolled (wind storms, heat waves, dust storms, and downpours that caused flash floods) that really slowed down the pace of travel. So a four day journey became 7 and using this system that increases the play time significantly. Thus, instead of ending with a set piece investigation/fight, we are going to be starting with it next session. [*] The morale system is working as intended so far with a slow death spiral as the journey wears on. One thing I noticed is that the events naturally formed plot threads with one or two players engaged with each thread (players also began starting their own threads to try and improve morale via role play :) ) - and I needed to be generating events per thread instead of one per day. It reminded me very much of running Mage: the Awakening actually. This naturally increased the time it took to get through a day. [/list] [/QUOTE]
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