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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="pemerton" data-source="post: 8642004" data-attributes="member: 42582"><p>Right. The real issue with hexcrawls in AD&D is that they're not a lot of fun for most people, especially once you adopt the techniques - like spell component tracking - that are necessary to make them work.</p><p></p><p>In an early foray into BW, I had three journeys.</p><p></p><p>The first involved the PCs in a vessel piloted and sailed by NPCs. So the travel was merely a backdrop to the scene-framing.</p><p></p><p>The second occurred after the PCs failed to successfully resolve the various conflicts on the NPC vessel, resulting in it sinking. They were rescued by a NPC ship (Circle-d up by one of the players). A Duel of Wits determined where that vessel dropped them - one the shores of the Bight Desert.</p><p></p><p>The travel through the Bright Desert was resolved by a series of framed scenes. The final one of these was the PCs' push north from an oasis to the Abor-Alz. This was resolved as an Orienteering check, plus each PC having to make a Forte check to see how much their Forte was taxed by thirst, hunger and heat. The Orienteering check failed, and the consequence was that when they arrived at the pool in the foothills that they were heading towards it had been fouled.</p><p></p><p>These were all easy to manage (in the various different ways that that was done) and didn't suffer from too much rules lookup or too much minutiae.</p><p></p><p>The underlying agenda of play was "story now", but Torchbearer shows how the same basic techniques could be used to support "step on up" play.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8642004, member: 42582"] Right. The real issue with hexcrawls in AD&D is that they're not a lot of fun for most people, especially once you adopt the techniques - like spell component tracking - that are necessary to make them work. In an early foray into BW, I had three journeys. The first involved the PCs in a vessel piloted and sailed by NPCs. So the travel was merely a backdrop to the scene-framing. The second occurred after the PCs failed to successfully resolve the various conflicts on the NPC vessel, resulting in it sinking. They were rescued by a NPC ship (Circle-d up by one of the players). A Duel of Wits determined where that vessel dropped them - one the shores of the Bight Desert. The travel through the Bright Desert was resolved by a series of framed scenes. The final one of these was the PCs' push north from an oasis to the Abor-Alz. This was resolved as an Orienteering check, plus each PC having to make a Forte check to see how much their Forte was taxed by thirst, hunger and heat. The Orienteering check failed, and the consequence was that when they arrived at the pool in the foothills that they were heading towards it had been fouled. These were all easy to manage (in the various different ways that that was done) and didn't suffer from too much rules lookup or too much minutiae. The underlying agenda of play was "story now", but Torchbearer shows how the same basic techniques could be used to support "step on up" play. [/QUOTE]
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Community
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Supposing D&D is gamist, what does that mean?
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