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<blockquote data-quote="Lanefan" data-source="post: 9285587" data-attributes="member: 29398"><p>For navigation: I still expect the players to make their own maps of where they've been. No player-side map? OK, now you're lost - what do you do. I map out where they are on a chalkboard (or sometimes just describe it while a player draws the chalk map), but when they go somewhere else that map gets erased and a new one drawn. Usually one player takes on the role of party mapper, and as things get drawn on the board the mapper puts them on the party's paper map.</p><p></p><p>For resource management: situationally dependent. I expect the players to list on their character sheets the resources they start with (i.e. rations, ammo, torches, oil vials, etc.), but after that it depends on how the adventure goes. If for example they rescue a bunch of captives and suddenly find themselves with too many mouths to feed, tracking rations (and water!) becomes extremely important. Ditto if they get lost in inhospitable terrain e.g. a desert or the high arctic. Encumbrance limits how much loot they can haul out. And so on.</p><p></p><p>For PC death*: I usually let them play two characters at once but there's an expectation that players treat their characters as independent entities unless there's a solid in-fiction reason for them to be allies e.g. if they're brother and sister to each other. Replacements come in a level below the party average, or at a hard "floor" if the average is declining too fast.</p><p></p><p>* - or other situation that renders a character long-term unplayable e.g. captivity, petrification, feeblemind, polymorph, etc.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9285587, member: 29398"] For navigation: I still expect the players to make their own maps of where they've been. No player-side map? OK, now you're lost - what do you do. I map out where they are on a chalkboard (or sometimes just describe it while a player draws the chalk map), but when they go somewhere else that map gets erased and a new one drawn. Usually one player takes on the role of party mapper, and as things get drawn on the board the mapper puts them on the party's paper map. For resource management: situationally dependent. I expect the players to list on their character sheets the resources they start with (i.e. rations, ammo, torches, oil vials, etc.), but after that it depends on how the adventure goes. If for example they rescue a bunch of captives and suddenly find themselves with too many mouths to feed, tracking rations (and water!) becomes extremely important. Ditto if they get lost in inhospitable terrain e.g. a desert or the high arctic. Encumbrance limits how much loot they can haul out. And so on. For PC death*: I usually let them play two characters at once but there's an expectation that players treat their characters as independent entities unless there's a solid in-fiction reason for them to be allies e.g. if they're brother and sister to each other. Replacements come in a level below the party average, or at a hard "floor" if the average is declining too fast. * - or other situation that renders a character long-term unplayable e.g. captivity, petrification, feeblemind, polymorph, etc. [/QUOTE]
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