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*Pathfinder & Starfinder
Teach Me Your Old-School Ways
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<blockquote data-quote="KesselZero" data-source="post: 5865306" data-attributes="member: 6689976"><p>Here's a specific question for you wonderful people to chew over. What does the workday of an old-school dungeoncrawl look like? If you're exploring for the sake of exploring, which is what gets my motor running about this old-school thing, then there isn't a clear goal you're working towards. So how do you know when it's time to call it a day and make camp or head back to town?</p><p> </p><p>Along those lines, how do you manage time in the actual game session? The West Marches hexcrawl/sandbox notes explicitly say that players are expected to return to town after each venture into the wild, and any who don't make it back are stuck out there until the next time they can get together and make their way home. How do you think this is managed? Halfway through the night does the DM just say "We're at the halfway mark, time to start thinking about heading home?" Or is there an expectation that the party can just say "We've had enough, we head back the way we came" and barring anything weird like disappearing doors or one-way passages or wandering monsters they just make their way safely back to town? What if they don't? I tend to have a core group of 4 or 5 players with a varying fringe of whom 1 or 2 will show up at any given session. I can't very well let the core get stuck on level 6 and make the one fringe player fight his way down there, but handwaving and saying "You find your comrades in the dungeon" really ruins the purity of the exercise for me.</p><p> </p><p>Thanks for all the great links and advice so far! Oh, regarding the "roll lots of dice" comment-- do you mean that in a hexcrawl, it's essentially random whether a party finds the hex's main feature when they pass through it? That makes sense to me, as long as it has the corollary that once they've found something they can always find it again (unless it's a wandering wizard's tower or something).</p></blockquote><p></p>
[QUOTE="KesselZero, post: 5865306, member: 6689976"] Here's a specific question for you wonderful people to chew over. What does the workday of an old-school dungeoncrawl look like? If you're exploring for the sake of exploring, which is what gets my motor running about this old-school thing, then there isn't a clear goal you're working towards. So how do you know when it's time to call it a day and make camp or head back to town? Along those lines, how do you manage time in the actual game session? The West Marches hexcrawl/sandbox notes explicitly say that players are expected to return to town after each venture into the wild, and any who don't make it back are stuck out there until the next time they can get together and make their way home. How do you think this is managed? Halfway through the night does the DM just say "We're at the halfway mark, time to start thinking about heading home?" Or is there an expectation that the party can just say "We've had enough, we head back the way we came" and barring anything weird like disappearing doors or one-way passages or wandering monsters they just make their way safely back to town? What if they don't? I tend to have a core group of 4 or 5 players with a varying fringe of whom 1 or 2 will show up at any given session. I can't very well let the core get stuck on level 6 and make the one fringe player fight his way down there, but handwaving and saying "You find your comrades in the dungeon" really ruins the purity of the exercise for me. Thanks for all the great links and advice so far! Oh, regarding the "roll lots of dice" comment-- do you mean that in a hexcrawl, it's essentially random whether a party finds the hex's main feature when they pass through it? That makes sense to me, as long as it has the corollary that once they've found something they can always find it again (unless it's a wandering wizard's tower or something). [/QUOTE]
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