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Rewarding Overland Travel
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<blockquote data-quote="NotAYakk" data-source="post: 8374863" data-attributes="member: 72555"><p>So this isn't bad, but it still looks like "build a dungeon with random tables".</p><p></p><p>In my opinion, exploration should involve interacting with a world that makes sense, and the players should be responsible for using the information they learn (while exploring) to make exploration decisions.</p><p></p><p>This isn't bad as the mechanics for an "exploration leg". And randomly rolling <strong>ideas</strong> for exploration events isn't bad.</p><p></p><p>But if exploration is nothing more than a bunch of stitched together random events, then the player's decisions are limited in scope by the interval between random generation steps.</p><p></p><p>...</p><p></p><p>In order for exploration to have a longer "leg length", yet still amenable to random generation, we need a fractal structure.</p><p></p><p>Start with the idea of a decision point. A decision point is a spot where a players can make a meaningful, informed choice. From LOTR: do they go over the mountains (a pass), under the mountains (through ancient mines), or around the mountains (past the wizard's tower).</p><p></p><p>That is a 3 fold decision point. All of them are intended to end at the same destination.</p><p></p><p><strong>Step 1</strong>: Decide how long the exploration is. How many decision points. (This is akin to how big a dungeon is).</p><p></p><p><strong>Step 2</strong>: Generate a decision point:</p><p></p><p>Each decision point connects to 2 or more paths that the PCs choose between. Do determine how many:</p><p>Roll 1d6:</p><p>1-2: 2 fold decision point. If possible, one or two options rejoins another not-taken path (ignore on first roll).</p><p>3-5: 2 fold decision point</p><p>6: Roll again, add 1. Repeat as long as you roll 6s, adding 1 each time.</p><p></p><p>Now, for each path, roll 1d3 for length (# of events) before another decision point. (I found that if I didn't include this, the size of the graph would explode for any decent length exploration; having more stuff happen between decision points decreases the graph size for a fixed exploration length a lot).</p><p></p><p>Then roll up the events on a random table. It should include what hints the path provides, what danger, and what reward.</p><p></p><p><strong>Step 3</strong>: For each path that has not reached the length, add a decision point. Do this until you reach the <strong>length</strong> of the exploration.</p><p></p><p>Short cuts "consume extra length" if taken. But possibly a short cut should just be a <strong>in world</strong> short cut, not an <strong>in game</strong> one?</p><p></p><p>Like, we convert stories about "travelling overland" to stories about "dealing with short cut complications". A short cut can also be a higher stakes or higher variance option somehow? Like, you replace 2 "events" of length 1 with a 1d3 event shortcut?</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8374863, member: 72555"] So this isn't bad, but it still looks like "build a dungeon with random tables". In my opinion, exploration should involve interacting with a world that makes sense, and the players should be responsible for using the information they learn (while exploring) to make exploration decisions. This isn't bad as the mechanics for an "exploration leg". And randomly rolling [b]ideas[/b] for exploration events isn't bad. But if exploration is nothing more than a bunch of stitched together random events, then the player's decisions are limited in scope by the interval between random generation steps. ... In order for exploration to have a longer "leg length", yet still amenable to random generation, we need a fractal structure. Start with the idea of a decision point. A decision point is a spot where a players can make a meaningful, informed choice. From LOTR: do they go over the mountains (a pass), under the mountains (through ancient mines), or around the mountains (past the wizard's tower). That is a 3 fold decision point. All of them are intended to end at the same destination. [B]Step 1[/B]: Decide how long the exploration is. How many decision points. (This is akin to how big a dungeon is). [B]Step 2[/B]: Generate a decision point: Each decision point connects to 2 or more paths that the PCs choose between. Do determine how many: Roll 1d6: 1-2: 2 fold decision point. If possible, one or two options rejoins another not-taken path (ignore on first roll). 3-5: 2 fold decision point 6: Roll again, add 1. Repeat as long as you roll 6s, adding 1 each time. Now, for each path, roll 1d3 for length (# of events) before another decision point. (I found that if I didn't include this, the size of the graph would explode for any decent length exploration; having more stuff happen between decision points decreases the graph size for a fixed exploration length a lot). Then roll up the events on a random table. It should include what hints the path provides, what danger, and what reward. [B]Step 3[/B]: For each path that has not reached the length, add a decision point. Do this until you reach the [b]length[/b] of the exploration. Short cuts "consume extra length" if taken. But possibly a short cut should just be a [b]in world[/b] short cut, not an [b]in game[/b] one? Like, we convert stories about "travelling overland" to stories about "dealing with short cut complications". A short cut can also be a higher stakes or higher variance option somehow? Like, you replace 2 "events" of length 1 with a 1d3 event shortcut? [/QUOTE]
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