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Hexcrawls/wilderness adventures
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<blockquote data-quote="Libramarian" data-source="post: 6834181" data-attributes="member: 6688858"><p>After much cogitation I have achieved greater clarity regarding wilderness adventure.</p><p></p><p>The reason it hasn't worked for me is because the model I was working with was that you have level-appropriate, attritive dungeons surrounded by high variance screaming wilderness. The humans are hiding in town and the goblins are hiding in a cave, and if the adventurers can make it to goblin cave then they can do some real work. The wilderness is like this gauntlet you have to run through, dodging wyverns and ettins like a mouse scurrying across the kitchen floor.</p><p></p><p>This is really pretty strange and not much fun. It certainly doesn't feel like actual orienteering.</p><p></p><p>I want to do something different: the wilderness is the level-appropriate, attritive part, and the dungeons are the freaky, high variance part. Wilderness exploration IS more dangerous than basic dungeon crawling, not because "crap, a dinosaur" but because the attrition has a death spiral aspect when you add in exhaustion and the potential for getting lost.</p><p></p><p>So the wilderness is the "dungeon", and the dungeons are the push-your-luck sub-levels with the best treasure but the weirdest, most dangerous monsters and traps.</p><p></p><p>In fact to make the dungeons even more tempting, I'd allow the party to take a long rest there. You either have to go back to town for a long rest, or squat in the spooky ruin. And it looks like bad weather for the next few days.</p></blockquote><p></p>
[QUOTE="Libramarian, post: 6834181, member: 6688858"] After much cogitation I have achieved greater clarity regarding wilderness adventure. The reason it hasn't worked for me is because the model I was working with was that you have level-appropriate, attritive dungeons surrounded by high variance screaming wilderness. The humans are hiding in town and the goblins are hiding in a cave, and if the adventurers can make it to goblin cave then they can do some real work. The wilderness is like this gauntlet you have to run through, dodging wyverns and ettins like a mouse scurrying across the kitchen floor. This is really pretty strange and not much fun. It certainly doesn't feel like actual orienteering. I want to do something different: the wilderness is the level-appropriate, attritive part, and the dungeons are the freaky, high variance part. Wilderness exploration IS more dangerous than basic dungeon crawling, not because "crap, a dinosaur" but because the attrition has a death spiral aspect when you add in exhaustion and the potential for getting lost. So the wilderness is the "dungeon", and the dungeons are the push-your-luck sub-levels with the best treasure but the weirdest, most dangerous monsters and traps. In fact to make the dungeons even more tempting, I'd allow the party to take a long rest there. You either have to go back to town for a long rest, or squat in the spooky ruin. And it looks like bad weather for the next few days. [/QUOTE]
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