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RPG Evolution - D&D Tactics: Hikes
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<blockquote data-quote="MNblockhead" data-source="post: 8781691" data-attributes="member: 6796661"><p>I did two summers with the Student Conservation Association in high school The second was an alumni program in the Frank Church Area of No Return Wilderness in Idaho. We did a mixture of making fire breaks, anti-erosion work on trails, re-vegetating old trails and making new one. All supplies were brought in by rangers with lamas. For "relaxation" we went on one to two day long hikes in the mountains. Living in the wilderness for weeks at a time, having to manage supplies, hiking in all kinds of terrain, made me find D&D wilderness rules rather silly and I tried to inject more realism into the game. Of course, for high-school me in the 80s that meant coming up with more rules and limitations. </p><p></p><p>I quickly learned that it is not fun. Much better to use the experience to evoke a certain flavor in your descriptions and abstract the challenges with group skill checks. In 5e, I find that wilderness challenges are only challenges in the very early levels. But I'm fine with that. Overcoming that because of powers and magic items gained feels like an accomplishment. I'm not sure it would be fun for most groups for the entire campaign to adhere to any kind of low-magic verisimilitude of the dangers and challenge of wilderness travel. </p><p></p><p>I have, however, never grown out of my distain for how torches are used in typical D&D games and depicted in fantasy and "historical" films. Happy to let magic allow me to handwave torches at low levels.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 8781691, member: 6796661"] I did two summers with the Student Conservation Association in high school The second was an alumni program in the Frank Church Area of No Return Wilderness in Idaho. We did a mixture of making fire breaks, anti-erosion work on trails, re-vegetating old trails and making new one. All supplies were brought in by rangers with lamas. For "relaxation" we went on one to two day long hikes in the mountains. Living in the wilderness for weeks at a time, having to manage supplies, hiking in all kinds of terrain, made me find D&D wilderness rules rather silly and I tried to inject more realism into the game. Of course, for high-school me in the 80s that meant coming up with more rules and limitations. I quickly learned that it is not fun. Much better to use the experience to evoke a certain flavor in your descriptions and abstract the challenges with group skill checks. In 5e, I find that wilderness challenges are only challenges in the very early levels. But I'm fine with that. Overcoming that because of powers and magic items gained feels like an accomplishment. I'm not sure it would be fun for most groups for the entire campaign to adhere to any kind of low-magic verisimilitude of the dangers and challenge of wilderness travel. I have, however, never grown out of my distain for how torches are used in typical D&D games and depicted in fantasy and "historical" films. Happy to let magic allow me to handwave torches at low levels. [/QUOTE]
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