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New Campaign Setting Hint Is Eberron?
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<blockquote data-quote="Bacon Bits" data-source="post: 7752908" data-attributes="member: 6777737"><p>When you design an adventure, however, you don't need to care about how many miles away something is. You care about how many days it will take to get there and how many encounters you will have along the way. It doesn't matter if you're going to walk, or ride a horse, or take a ship or any of that. To the design of an adventure, the next location is always exactly as far away as it needs to be. Let's say you want the players to have approximately one week of travel between two destinations. If the players move at 20 miles a day, the destination needs to be 140 miles away. If they players move 60 miles a day, then the destination needs to be 420 miles away.</p><p></p><p>That's why RPGs don't really change even when you're playing sci-fi and can planet hop on a starship. As I said: The mode of conveyance and the rate of travel have essentially nothing to do with the quantity, type, or number of encounters that you will have en route. Sure, an airship can't be attacked by merfolk. But it can be attacked by harpies or drake riders or sky pirates.</p><p></p><p>And if you really need to travel vast distances quickly, well, base D&D already has instantaneous travel. It even has instantaneous travel across planar boundaries if that's what you want to do. Plane Shift can take you almost exactly where you want to go no matter where that might be. You can easily simulate globe trotting with a network of Teleportation Circles, too.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 7752908, member: 6777737"] When you design an adventure, however, you don't need to care about how many miles away something is. You care about how many days it will take to get there and how many encounters you will have along the way. It doesn't matter if you're going to walk, or ride a horse, or take a ship or any of that. To the design of an adventure, the next location is always exactly as far away as it needs to be. Let's say you want the players to have approximately one week of travel between two destinations. If the players move at 20 miles a day, the destination needs to be 140 miles away. If they players move 60 miles a day, then the destination needs to be 420 miles away. That's why RPGs don't really change even when you're playing sci-fi and can planet hop on a starship. As I said: The mode of conveyance and the rate of travel have essentially nothing to do with the quantity, type, or number of encounters that you will have en route. Sure, an airship can't be attacked by merfolk. But it can be attacked by harpies or drake riders or sky pirates. And if you really need to travel vast distances quickly, well, base D&D already has instantaneous travel. It even has instantaneous travel across planar boundaries if that's what you want to do. Plane Shift can take you almost exactly where you want to go no matter where that might be. You can easily simulate globe trotting with a network of Teleportation Circles, too. [/QUOTE]
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