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Let's talk about sandboxes, open worlds and hexcrawling
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<blockquote data-quote="ninjayeti" data-source="post: 7937820" data-attributes="member: 6789120"><p>I am thinking about running a hexcrawl as my next campaign and have put together some thoughts on how I will run it. Obviously this is all theorycrafting, so I welcome any input.</p><p></p><p><strong>Long Rests</strong></p><p>I don’t like one encounter adventuring days, so my idea is to have short rests take 8 hours and long rests to require 72 hours (+24 hours for each additional HD recovered) in a SAFE location. This mechanic will require the party to return to civilization with some frequency and hopefully give the campaign a feel of distinct expeditions rather than randomly wandering around in the wilds. A “day” should still be (very roughly) 6-8 encounters, but it might be two weeks of random encounters while exploring or it might be a targeted expedition to clear out a dungeon with 5 or 6 encounters over a short span. Ideally, this will balance the utility of long rest and short rest classes.</p><p></p><p>The PCs will also have the opportunity to clear some locations as a “base camp” for further exploration. This will be an important objective later in the game.</p><p></p><p><strong>Mix of Random Encounters, Locations of Interest, and Dungeons</strong></p><p>My plan is to have 3 or so proper “dungeons,” 6-8 points of interest (some combat, some noncombat) plus random encounters within the sandbox to give it variety. It is fairly limited in scope, but once the PCs finish the area they can move on to a deeper region.</p><p></p><p><strong>Breadcrumbs</strong></p><p>Encounter areas will have clues pointing to additional areas. I don’t want the campaign to feel like methodical hex clearing so I want finding points of note to lead to other important areas.</p><p></p><p><strong>Travel vs. Exploration</strong></p><p>Exploring a hex takes twice as long as just traveling through it so once PC’s have explored an area they can move through it more quickly to new areas.</p><p></p><p><strong>XP is for XPloration</strong> (see what I did there?)</p><p>You level up from finding stuff and achieving objectives instead of killing and looting stuff. I am still working on rules for avoiding encounters, but I would like it to be an important strategy.</p></blockquote><p></p>
[QUOTE="ninjayeti, post: 7937820, member: 6789120"] I am thinking about running a hexcrawl as my next campaign and have put together some thoughts on how I will run it. Obviously this is all theorycrafting, so I welcome any input. [B]Long Rests[/B] I don’t like one encounter adventuring days, so my idea is to have short rests take 8 hours and long rests to require 72 hours (+24 hours for each additional HD recovered) in a SAFE location. This mechanic will require the party to return to civilization with some frequency and hopefully give the campaign a feel of distinct expeditions rather than randomly wandering around in the wilds. A “day” should still be (very roughly) 6-8 encounters, but it might be two weeks of random encounters while exploring or it might be a targeted expedition to clear out a dungeon with 5 or 6 encounters over a short span. Ideally, this will balance the utility of long rest and short rest classes. The PCs will also have the opportunity to clear some locations as a “base camp” for further exploration. This will be an important objective later in the game. [B]Mix of Random Encounters, Locations of Interest, and Dungeons[/B] My plan is to have 3 or so proper “dungeons,” 6-8 points of interest (some combat, some noncombat) plus random encounters within the sandbox to give it variety. It is fairly limited in scope, but once the PCs finish the area they can move on to a deeper region. [B]Breadcrumbs[/B] Encounter areas will have clues pointing to additional areas. I don’t want the campaign to feel like methodical hex clearing so I want finding points of note to lead to other important areas. [B]Travel vs. Exploration[/B] Exploring a hex takes twice as long as just traveling through it so once PC’s have explored an area they can move through it more quickly to new areas. [B]XP is for XPloration[/B] (see what I did there?) You level up from finding stuff and achieving objectives instead of killing and looting stuff. I am still working on rules for avoiding encounters, but I would like it to be an important strategy. [/QUOTE]
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