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Overland Travel: a return to Hexploration?
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<blockquote data-quote="Gulla" data-source="post: 5600875" data-attributes="member: 4272"><p>My take on hexploration is to have a sandbox game of the static type. Of course, that probably means you should build all of your campaign the same way. Make the world be as it is and don't place "level adjusted" encounters where the PCs happen to go. It is very important that the players know this in advance, btw. Players used to level adjusted worlds will be very angry when they find out that the "very big and dangerous dragon" they hear about at level 3 (and go hunting for) really is a Gargantuan Red. (Yes, I did that.)</p><p></p><p>So my take would be to have a static map with villages, encounters, monsters, lairs etc all over the map. And then let the players explore. Again, it is important that the players know (and agree) that exploration is (a fun) part of the game.</p><p></p><p>Like others in the thread I would probably not detail out more hexes than I think the players can cover in a single session or two, but I would be careful to note down bigger stuff they could hear about or see clues about for later sessions.</p><p></p><p>And I would search the 'net for beautiful, scary, strange and exciting landscape pictures to use for detailing stuff they see. And have combat maps and/or tiles for any combat encounters.</p><p></p><p>Along roads and well traveled paths I would have a schedule for other significant groups traveling. Are the goblins trekking in August, map it out. Get the schedule for the 3 biggest caravans.</p><p></p><p>Hope you have players who enjoy the same as you do. My players are not as fond of this type of game (any more) so I simply stick to playing the exploration phase of Civ, Colonization and games like that to get this these days.</p></blockquote><p></p>
[QUOTE="Gulla, post: 5600875, member: 4272"] My take on hexploration is to have a sandbox game of the static type. Of course, that probably means you should build all of your campaign the same way. Make the world be as it is and don't place "level adjusted" encounters where the PCs happen to go. It is very important that the players know this in advance, btw. Players used to level adjusted worlds will be very angry when they find out that the "very big and dangerous dragon" they hear about at level 3 (and go hunting for) really is a Gargantuan Red. (Yes, I did that.) So my take would be to have a static map with villages, encounters, monsters, lairs etc all over the map. And then let the players explore. Again, it is important that the players know (and agree) that exploration is (a fun) part of the game. Like others in the thread I would probably not detail out more hexes than I think the players can cover in a single session or two, but I would be careful to note down bigger stuff they could hear about or see clues about for later sessions. And I would search the 'net for beautiful, scary, strange and exciting landscape pictures to use for detailing stuff they see. And have combat maps and/or tiles for any combat encounters. Along roads and well traveled paths I would have a schedule for other significant groups traveling. Are the goblins trekking in August, map it out. Get the schedule for the 3 biggest caravans. Hope you have players who enjoy the same as you do. My players are not as fond of this type of game (any more) so I simply stick to playing the exploration phase of Civ, Colonization and games like that to get this these days. [/QUOTE]
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Overland Travel: a return to Hexploration?
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