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General Tabletop Discussion
*Pathfinder & Starfinder
Modules and the right amount of setting detail
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<blockquote data-quote="DMZ2112" data-source="post: 6271362" data-attributes="member: 78752"><p>It might be more accurate to compare Rise of the Runelords to, say, Hellbound, but the comparison is broadly relevant.</p><p></p><p></p><p></p><p>I really like D&D5's exploration system for overland travel; if I'm not going to use something like that, I generally resort to plot teleportation. I do not like the recent movement toward overland travel being described in terms of encounters -- for instance, "While traveling from A-burg to B-town, you are ambushed by bandits!" I understand that the encounter might be relevant and even important to the plot, but it makes the rails underlying the adventure torturously visible. Organized play events are particularly bad about this.</p><p></p><p>Generally my preferred style is to provide a map with a few landmarks or points of interest in addition to the destinations, in conjunction with a table of random encounters. Any more detail than that and the exploration becomes the whole of the adventure.</p><p></p><p></p><p></p><p>Generally speaking, I'd say so. More specifically, you can theoretically write modules that cross great expanses of space or time, or boxed sets that provide exacting detail regarding a comparatively small area. But the former will require some excellent writing to avoid calling attention to the voids between important areas and events, and the latter will be so specific as to be functional for only a very small subset of users. These options require a delicate hand.</p></blockquote><p></p>
[QUOTE="DMZ2112, post: 6271362, member: 78752"] It might be more accurate to compare Rise of the Runelords to, say, Hellbound, but the comparison is broadly relevant. I really like D&D5's exploration system for overland travel; if I'm not going to use something like that, I generally resort to plot teleportation. I do not like the recent movement toward overland travel being described in terms of encounters -- for instance, "While traveling from A-burg to B-town, you are ambushed by bandits!" I understand that the encounter might be relevant and even important to the plot, but it makes the rails underlying the adventure torturously visible. Organized play events are particularly bad about this. Generally my preferred style is to provide a map with a few landmarks or points of interest in addition to the destinations, in conjunction with a table of random encounters. Any more detail than that and the exploration becomes the whole of the adventure. Generally speaking, I'd say so. More specifically, you can theoretically write modules that cross great expanses of space or time, or boxed sets that provide exacting detail regarding a comparatively small area. But the former will require some excellent writing to avoid calling attention to the voids between important areas and events, and the latter will be so specific as to be functional for only a very small subset of users. These options require a delicate hand. [/QUOTE]
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