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<blockquote data-quote="Justice and Rule" data-source="post: 8221304" data-attributes="member: 6778210"><p>Ah damn, how did I miss the thread? I was just cleaning up my PDF folder and I noticed all the stuff I have from [USER=7026314]@!DWolf[/USER] . In that thread the Enemy Camp scenario is a good example of using a node-style subsystem, while the Jungle Chase cards could be used as random challenges that, when added up to a certain number, indicate that you've arrived at your destination.</p><p></p><p>Really, that whole thread has a bunch of really, really good ideas.</p><p></p><p></p><p></p><p>Exactly. The structure is fairly open, but having structure <em>at all </em>is really nice. For example, maybe the Fighter and the Cleric want to move stuff around the room they are camped out in to make it more defensible; make it an Athletics check (with a bonus for help) to see how much they can move around, with a critical success being that they also Scout or Defend because they finished up quickly or something. A failure, maybe they make noise, one of the features breaks, etc. A lot of easy on the fly stuff you can add.</p><p></p><p>I also like that it has social exploration stuff, so someone could conceivably be doing some information gathering or something while others are shopping, or maybe if you are in a big dungeon a player could be entreating with one group while the players do other tasks. None of it is exactly <em>groundbreaking</em>, but it's one of those things where having a structure there helps create options for players rather than play it all by ear.</p></blockquote><p></p>
[QUOTE="Justice and Rule, post: 8221304, member: 6778210"] Ah damn, how did I miss the thread? I was just cleaning up my PDF folder and I noticed all the stuff I have from [USER=7026314]@!DWolf[/USER] . In that thread the Enemy Camp scenario is a good example of using a node-style subsystem, while the Jungle Chase cards could be used as random challenges that, when added up to a certain number, indicate that you've arrived at your destination. Really, that whole thread has a bunch of really, really good ideas. Exactly. The structure is fairly open, but having structure [I]at all [/I]is really nice. For example, maybe the Fighter and the Cleric want to move stuff around the room they are camped out in to make it more defensible; make it an Athletics check (with a bonus for help) to see how much they can move around, with a critical success being that they also Scout or Defend because they finished up quickly or something. A failure, maybe they make noise, one of the features breaks, etc. A lot of easy on the fly stuff you can add. I also like that it has social exploration stuff, so someone could conceivably be doing some information gathering or something while others are shopping, or maybe if you are in a big dungeon a player could be entreating with one group while the players do other tasks. None of it is exactly [I]groundbreaking[/I], but it's one of those things where having a structure there helps create options for players rather than play it all by ear. [/QUOTE]
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