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*Pathfinder & Starfinder
Paizo re-invents Hexcrawling
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<blockquote data-quote="howandwhy99" data-source="post: 5120162" data-attributes="member: 3192"><p>Players initially start with 0% of the map. That isn't to say they cannot describe where their PCs grew up, but this is all verbal description for me to fit onto the generated map. Exploration of the world starts after the game begins.</p><p></p><p>For me, maps are information and information is the primary treasure of the game. It is quantified just as is every other kind of treasure/resource. These all fall into what I call the UPS: unified point system by which I balance the game challenges. Such systems aren't unusual in the history of RPG design. It's just my players learn of these relationships by recognizing their patterns during play, instead of by reading these rules (the map <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />) in a book beforehand.</p><p></p><p>I diverge with Monte's quoted advice on only one very minor detail. Some NPCs do know what is beyond that forest terrain in the wilderness (or any terrain). But that information is a resource to be earned and is accounted for in the NPC's quantified power total.</p><p></p><p></p><p></p><p>PS: Awesome idea by Erik, James, and the gang at Paizo. I may have to buy this now. Major praise to them for doing this.</p><p></p><p>PPS: Dude, you have to chill out on the messageboards.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5120162, member: 3192"] Players initially start with 0% of the map. That isn't to say they cannot describe where their PCs grew up, but this is all verbal description for me to fit onto the generated map. Exploration of the world starts after the game begins. For me, maps are information and information is the primary treasure of the game. It is quantified just as is every other kind of treasure/resource. These all fall into what I call the UPS: unified point system by which I balance the game challenges. Such systems aren't unusual in the history of RPG design. It's just my players learn of these relationships by recognizing their patterns during play, instead of by reading these rules (the map ;)) in a book beforehand. I diverge with Monte's quoted advice on only one very minor detail. Some NPCs do know what is beyond that forest terrain in the wilderness (or any terrain). But that information is a resource to be earned and is accounted for in the NPC's quantified power total. PS: Awesome idea by Erik, James, and the gang at Paizo. I may have to buy this now. Major praise to them for doing this. PPS: Dude, you have to chill out on the messageboards. [/QUOTE]
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Paizo re-invents Hexcrawling
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