Posted by Frog God Games
We've had several people ask questions about design philosophy in the Borderland Provinces. To our minds, the single and absolutely overriding purpose of a campaign world is to inspire and support fun adventures at the gaming table. It's a gaming product, not anything else. And from there ... form follows function.
People are beginning to notice that our Lost Lands books aren't a series of identically-formatted little encyclopedias covering different areas all in the same way. We could have done that. But we aren't. All of our books are individually tailored to support distinct types of adventures. Rappan Athuk is a mega-dungeon. Cyclopean Deeps is an underground "wilderness" in the Under Realms, with planar connections to strange places. Cults of the Sundered Kingdoms is a linked series of adventures. Borderland Provinces is a wide-open sandbox for traveling.
And each book, instead of following a standard format, is fitted to its purpose and free to reflect the personality, style, and goals of the author(s). Our adventure designers are the best in the world, and it would be foolish to force their creativity into limited channels just for the sake of keeping an identical format. So with that in mind, here's a bit about the individually-tailored design of the Borderland Provinces, specifically the encounter tables. For those who don't care about game theories, and just want to game on, this is the point where you say, "Hooray for fun adventures!" and stop reading.
Still here? Okay. Let's talk about encounter tables.
Since form follows function, you will see many places where we could have followed "traditional" campaign approaches but didn't. Specifically, our encounter tables in the Borderland Provinces focus on roads, and the wilderness encounter tables are abstracted as the road encounters set at a higher "risk level," with risk level being detailed in the encounter appendix. The tables are broken out into the concept of a mundane encounter and a dangerous encounter. We call this method "road and risk" as opposed to normal "terrain type" tables.
We've broken the tradition of terrain tables because the important variation in a non-hex-crawl campaign isn't terrain type. Instead, it's the mixture of what ordinary people you might meet, together with different levels of risk in non-mundane encounters. The road-and-risk system is a form designed to operate best for its function. The function here isn't terrain-based hex crawling, it is travel between interesting places.
For a fast-travel adventure (like Traveller in SF), where the travel is taking place in semi-civilized and even populated areas, our tables allow us to use the same format for any area, vary the risk level by mundane vs. dangerous, vary the risk level that will be shown in the encounter descriptions, and then refer all results to a single list of encounter descriptions. It's highly streamlined to manage risk levels and characterize an area's relative civilization and ordinary road-traffic. For the purposes of non-hex-crawl traveling, we've designed this encounter table system to perform its intended function better than terrain-based tables would.
There are other examples of how we break the mold a bit, but I think the encounter tables are by far the best example of how we have broken from traditional formats when the traditional format isn't optimal for what we're designing.