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<blockquote data-quote="Libramarian" data-source="post: 6844335" data-attributes="member: 6688858"><p>I was going to let them just start exploring if they wanted to, but I had a thing in mind if they wanted to ask around for rumors first: miners are getting mutilated so the foreman wants the party to find out who or what is doing it. No time limit or anything, just an excuse to get the party in the wilderness and looking in ruins and lairs for clues. After this I expect the lure of treasure and magic items to mostly propel the campaign (I'm awarding 1/3 XP for monster kills, the rest for treasure). The other thing I'm going to do is flesh out the towns/civilized sites bit by bit as the party takes long rests there, depending on what downtime activity they choose. Carousing is the most expensive, but also has the best chance to make a friend with valuable info.</p><p></p><p>Your encounter system seems overly complicated to me. With hourly turns I make like 20 encounter checks a session so it's really nice that the table is simple enough to memorize. Big tables are best used for things that happen like 3-5 times a session IMO. It's the same thing with combat: the basic attack roll needs to be as simple as possible, but a table for critical hits or lingering wounds can be a nice addition because it's only used once in a while.</p><p></p><p>You might be interested in this system: <a href="http://rolesrules.blogspot.ca/2011/04/one-page-wilderness-system.html" target="_blank">http://rolesrules.blogspot.ca/2011/04/one-page-wilderness-system.html</a></p><p><a href="http://rolesrules.blogspot.ca/2011/04/one-page-wilderness-system.html" target="_blank"></a></p><p></p><p>I really like choosing the closest monster on the map for a random encounter. I started doing that in dungeons even before reading that blog post. When a wandering monster is indicated just have the nearest monster wander out of their room towards the party. Makes the encounter feel more organic and chaotic.</p></blockquote><p></p>
[QUOTE="Libramarian, post: 6844335, member: 6688858"] I was going to let them just start exploring if they wanted to, but I had a thing in mind if they wanted to ask around for rumors first: miners are getting mutilated so the foreman wants the party to find out who or what is doing it. No time limit or anything, just an excuse to get the party in the wilderness and looking in ruins and lairs for clues. After this I expect the lure of treasure and magic items to mostly propel the campaign (I'm awarding 1/3 XP for monster kills, the rest for treasure). The other thing I'm going to do is flesh out the towns/civilized sites bit by bit as the party takes long rests there, depending on what downtime activity they choose. Carousing is the most expensive, but also has the best chance to make a friend with valuable info. Your encounter system seems overly complicated to me. With hourly turns I make like 20 encounter checks a session so it's really nice that the table is simple enough to memorize. Big tables are best used for things that happen like 3-5 times a session IMO. It's the same thing with combat: the basic attack roll needs to be as simple as possible, but a table for critical hits or lingering wounds can be a nice addition because it's only used once in a while. You might be interested in this system: [URL="http://rolesrules.blogspot.ca/2011/04/one-page-wilderness-system.html"]http://rolesrules.blogspot.ca/2011/04/one-page-wilderness-system.html [/URL] I really like choosing the closest monster on the map for a random encounter. I started doing that in dungeons even before reading that blog post. When a wandering monster is indicated just have the nearest monster wander out of their room towards the party. Makes the encounter feel more organic and chaotic. [/QUOTE]
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