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Let’s Make a Hexcrawl Setting
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<blockquote data-quote="Triskaideka" data-source="post: 6098915" data-attributes="member: 6708148"><p>I think the more traditional setting source book style will be more helpful to players. My suggestion is, organize the general information that would be available to the common man into the Player's Guide, then have a second DM's Guide that is the same thing, but each entry includes secrets and spoilers that were left out of the Player's Guide. The DM's guide then also includes hex annotation and a hex guide in the back, which solely includes information relevant to setting up encounters, dungeons, treasure, etc. For instance, in the Mirror Throne entry, the players would know (or get to know through gather information, know local, or bardic know checks) about the popular legend of the Throne, but Everything from 'Many a peasant' onward would be in the DM guide.</p><p></p><p>Beyond that, that page from blogspot reminds me that we haven't actually describe a lot of treasure. I know DM's can add that themselves with random treasure generators or simple dice rolls depending on encounter CR, but its hard to beat hand-placed and lavishly described treasure in terms of getting the players involved with the game. I think from now on we should attempt to pepper the map with treasure, perhaps even going back to hexes we've already done and adding a fitting piece of loot or two or a hoard, where appropriate.</p></blockquote><p></p>
[QUOTE="Triskaideka, post: 6098915, member: 6708148"] I think the more traditional setting source book style will be more helpful to players. My suggestion is, organize the general information that would be available to the common man into the Player's Guide, then have a second DM's Guide that is the same thing, but each entry includes secrets and spoilers that were left out of the Player's Guide. The DM's guide then also includes hex annotation and a hex guide in the back, which solely includes information relevant to setting up encounters, dungeons, treasure, etc. For instance, in the Mirror Throne entry, the players would know (or get to know through gather information, know local, or bardic know checks) about the popular legend of the Throne, but Everything from 'Many a peasant' onward would be in the DM guide. Beyond that, that page from blogspot reminds me that we haven't actually describe a lot of treasure. I know DM's can add that themselves with random treasure generators or simple dice rolls depending on encounter CR, but its hard to beat hand-placed and lavishly described treasure in terms of getting the players involved with the game. I think from now on we should attempt to pepper the map with treasure, perhaps even going back to hexes we've already done and adding a fitting piece of loot or two or a hoard, where appropriate. [/QUOTE]
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Let’s Make a Hexcrawl Setting
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