Gradine
🏳️⚧️ (she/her) 🇵🇸
There are things in the wilderness that are dangerous that are not monsters.
There's a great scene in The Stand (in the miniseries, anyway) where four characters walking down an abandoned highway come across a long, deep crevasse and have to figure out how to get down one end and up the other. It's a major source of tension. You don't necessarily have to use giant crevasses all the time, but there are plenty of topographical (and mystical, and fantastical, etc.) obstacles to throw at your players. If nothing else it makes the players stop and have to make a choice, and it's good to let your players have choices.
These kinds of obstacles should be a hallmark of a PoL campaign. The geography should be just as much of a reason for the sparseness of lack of connectivity of civilization than spooky monsters. Heck, probably an even bigger reason. Treacherous terrain I'll buy, but these people couldn't honestly be bothered to hire caravan guards? Please.
Of course, in order for any kind of long-distance traveling to really register as an important part of the game for the players there needs to be a sense of urgency about it. Without urgency there is really nothing in the wilderness that can nor should make your players feel threatened because they can just stop and rest at any time. If you're going to throw wandering wilderness monsters at them (or really any kind of obstacle, skill challenge, etc.) the players have to believe that they will not able to take an extended rest when they get to where they're going. This can be difficult to pull off on a consistent basis unless, of course, the source of the urgency is the central thrust of the entire campaign, which is also really really difficult to pull off.
Without urgency, a non-sandbox campaign has really only two uses for wilderness encounters:
A: Interesting if ultimately unimportant set-pieces (to give a unique feel and depth to the world you're creating)
B: Foreshadowing
Both of which should be used relatively sparingly.
There's a great scene in The Stand (in the miniseries, anyway) where four characters walking down an abandoned highway come across a long, deep crevasse and have to figure out how to get down one end and up the other. It's a major source of tension. You don't necessarily have to use giant crevasses all the time, but there are plenty of topographical (and mystical, and fantastical, etc.) obstacles to throw at your players. If nothing else it makes the players stop and have to make a choice, and it's good to let your players have choices.
These kinds of obstacles should be a hallmark of a PoL campaign. The geography should be just as much of a reason for the sparseness of lack of connectivity of civilization than spooky monsters. Heck, probably an even bigger reason. Treacherous terrain I'll buy, but these people couldn't honestly be bothered to hire caravan guards? Please.
Of course, in order for any kind of long-distance traveling to really register as an important part of the game for the players there needs to be a sense of urgency about it. Without urgency there is really nothing in the wilderness that can nor should make your players feel threatened because they can just stop and rest at any time. If you're going to throw wandering wilderness monsters at them (or really any kind of obstacle, skill challenge, etc.) the players have to believe that they will not able to take an extended rest when they get to where they're going. This can be difficult to pull off on a consistent basis unless, of course, the source of the urgency is the central thrust of the entire campaign, which is also really really difficult to pull off.
Without urgency, a non-sandbox campaign has really only two uses for wilderness encounters:
A: Interesting if ultimately unimportant set-pieces (to give a unique feel and depth to the world you're creating)
B: Foreshadowing
Both of which should be used relatively sparingly.