dcollins
Explorer
I must admit that I had to think about some things after a recent game of module WG6 (Isle of the Ape). In that you're stranded on a Lost World type island and running out of lots of equipment and resources as you try to explore a huge area.
It's funny, there was a great difference of opinion among my players, some got bored and others were really enthusiastic about the strong sense of place.
I think for long-term survival adventures I'd now lean toward generating very specific and easily communicated rules for the particular adventure. Much like a dungeon is set up: your choices are now left or right, which way do you go? Set the outdoor adventure as: you see a great chance of running out of food, do you hustle to a distant safe area, or go half-speed to forage?
Something along those lines -- the small-scale environmental rules in the DMG (heat/cold, hourly forced marches & random encounters, food/water) aren't necessarily gameplay balanced for a good gaming experience. Worst-case example: the old 1st Ed. Wilderness Survival Guide which pretty much ruined one of my AD&D campaigns it was so bad.
It's funny, there was a great difference of opinion among my players, some got bored and others were really enthusiastic about the strong sense of place.
I think for long-term survival adventures I'd now lean toward generating very specific and easily communicated rules for the particular adventure. Much like a dungeon is set up: your choices are now left or right, which way do you go? Set the outdoor adventure as: you see a great chance of running out of food, do you hustle to a distant safe area, or go half-speed to forage?
Something along those lines -- the small-scale environmental rules in the DMG (heat/cold, hourly forced marches & random encounters, food/water) aren't necessarily gameplay balanced for a good gaming experience. Worst-case example: the old 1st Ed. Wilderness Survival Guide which pretty much ruined one of my AD&D campaigns it was so bad.