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Community
General Tabletop Discussion
*Dungeons & Dragons
Spectulation: What do you think the next adventure path that WotC will come out with?
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<blockquote data-quote="Staffan" data-source="post: 6795322" data-attributes="member: 907"><p>It would be cool if the next thing they did stepped away from the now-traditional mega-adventure and went for something different. One thing I in particular would like to see would be a hexcrawl-focused sourcebook/campaign - I'm thinking something along the lines of what Fria Ligan are doing with Mutant Year Zero. For some reason, the PCs are in a fairly primitive "home base" where little is known about the outside world - some landmarks, and possibly a few lost legends. It is up to the PCs (and possibly rival groups) to explore the surrounding area, enriching both themselves and the home base in the process, and perhaps guide the development of their settlement.</p><p></p><p>The book would have two primary parts: one about how to run an exploration-based campaign, including how to make travel itself more challenging (perhaps including something like The One Ring's weariness rules - travel through the wilderness takes its toll, and you need to rest in a safe place to recover. In Mutant Year Zero, this aspect is handled through radiation.), how to deal with knowledge-type skills in a mostly unknown world, and stuff like that. The other part would be a worked example, with LOTS of random tables and a bunch of fixed places as well, preferably with some sort of story evolving through the exploration (encountering other humanoids for the first time, learning what they're all about, and stuff like that.</p><p></p><p>A big advantage of something like this is that it's fairly low-prep for DMs - I know that in Mutant Year Zero, our GM could run the game with virtually zero preparation, either with us exploring and drawing cards to see what's out there (unless that particular area was pre-determined), or by drawing random events happening in the home base.</p></blockquote><p></p>
[QUOTE="Staffan, post: 6795322, member: 907"] It would be cool if the next thing they did stepped away from the now-traditional mega-adventure and went for something different. One thing I in particular would like to see would be a hexcrawl-focused sourcebook/campaign - I'm thinking something along the lines of what Fria Ligan are doing with Mutant Year Zero. For some reason, the PCs are in a fairly primitive "home base" where little is known about the outside world - some landmarks, and possibly a few lost legends. It is up to the PCs (and possibly rival groups) to explore the surrounding area, enriching both themselves and the home base in the process, and perhaps guide the development of their settlement. The book would have two primary parts: one about how to run an exploration-based campaign, including how to make travel itself more challenging (perhaps including something like The One Ring's weariness rules - travel through the wilderness takes its toll, and you need to rest in a safe place to recover. In Mutant Year Zero, this aspect is handled through radiation.), how to deal with knowledge-type skills in a mostly unknown world, and stuff like that. The other part would be a worked example, with LOTS of random tables and a bunch of fixed places as well, preferably with some sort of story evolving through the exploration (encountering other humanoids for the first time, learning what they're all about, and stuff like that. A big advantage of something like this is that it's fairly low-prep for DMs - I know that in Mutant Year Zero, our GM could run the game with virtually zero preparation, either with us exploring and drawing cards to see what's out there (unless that particular area was pre-determined), or by drawing random events happening in the home base. [/QUOTE]
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Community
General Tabletop Discussion
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Spectulation: What do you think the next adventure path that WotC will come out with?
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