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Hexcrawls/wilderness adventures
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<blockquote data-quote="ExploderWizard" data-source="post: 6830032" data-attributes="member: 66434"><p>What level was the party? Characters of very low levels are in a bit over their heads in most wilderness adventures. Higher level parties have the resilience and resources to be away from civilization longer. </p><p></p><p>Also the majority of hex crawls are very much exploration focused. The rhythm of play revolves around discovering things as new territory is explored. If your players are expecting a game with more intrigue & plot development then an exploration focused campaign typically features, then they may be confused. Such a campaign expects players to be more proactive than reactive. If your players are not used to this style, then they may feel that something is off. </p><p></p><p>Another important distinction to make is between outdoor adventuring and true wilderness. PCs may travel over unsettled areas in many types of campaigns. The party might answer a plea for aid from a nearby kingdom. To get there, they must pass through the Dread Willows, a dangerous forest. This is certainly outdoor adventuring but not wilderness exploration. </p><p></p><p>A true wilderness exploration campaign takes the PCs into territory unknown to the civilized world. There they may find lost civilizations, ruins, dungeons, and other wonders. The campaign itself is all about the adventuring it takes to discover these things. Unlike "known" dangerous lands, there is no research that can be done to find out about the wilderness, it must be experienced firsthand. </p><p></p><p>To make such a campaign interesting, the DM needs to prepare a suitable wilderness filled with interesting things to discover. Things that will be quite a big deal if the PCs ever make it back with evidence of them. The wilderness is a place to use all that wacky stuff that doesn't really fit into the explored and known world.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 6830032, member: 66434"] What level was the party? Characters of very low levels are in a bit over their heads in most wilderness adventures. Higher level parties have the resilience and resources to be away from civilization longer. Also the majority of hex crawls are very much exploration focused. The rhythm of play revolves around discovering things as new territory is explored. If your players are expecting a game with more intrigue & plot development then an exploration focused campaign typically features, then they may be confused. Such a campaign expects players to be more proactive than reactive. If your players are not used to this style, then they may feel that something is off. Another important distinction to make is between outdoor adventuring and true wilderness. PCs may travel over unsettled areas in many types of campaigns. The party might answer a plea for aid from a nearby kingdom. To get there, they must pass through the Dread Willows, a dangerous forest. This is certainly outdoor adventuring but not wilderness exploration. A true wilderness exploration campaign takes the PCs into territory unknown to the civilized world. There they may find lost civilizations, ruins, dungeons, and other wonders. The campaign itself is all about the adventuring it takes to discover these things. Unlike "known" dangerous lands, there is no research that can be done to find out about the wilderness, it must be experienced firsthand. To make such a campaign interesting, the DM needs to prepare a suitable wilderness filled with interesting things to discover. Things that will be quite a big deal if the PCs ever make it back with evidence of them. The wilderness is a place to use all that wacky stuff that doesn't really fit into the explored and known world. [/QUOTE]
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