Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
The Good Sandbox Thread [+]
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 9645556"><p>It depends on the game I am running but for my Ogre Gate Campaigns I would say they are regular but flexible. They are regular intervals, part of the Survival Skill, but I also view them as tools, so there are times when I might approach them differently. Generally I find players can anticipate what they need to plan for a journey. Discussions about what method of travel (canal, river, sea, land, this route, or through this forest), what preparations to make and what route to plan out are usually a pretty big part of play and something the players have enough consistency with the plan for. I am pasting most of the encounter section from the rulebook below. Just keep in mind I wrote this stuff from like 2014-2016 I think, so some of it I still use as written, some of it I have evolved into more streamlined forms at my own table (and in later books I put out, this is reflected in sections on encounters in tables). Also I skipped over a bunch of encounter table pages here to focus on the text. The Grudge Encounters are especially important in my opinion to the feel of play. </p><p></p><p>[ATTACH=full]403488[/ATTACH]</p><p></p><p>[ATTACH=full]403484[/ATTACH]</p><p></p><p>[ATTACH=full]403483[/ATTACH]</p><p>[ATTACH=full]403485[/ATTACH]</p><p></p><p>[ATTACH=full]403486[/ATTACH]</p><p></p><p>[ATTACH=full]403487[/ATTACH]</p><p></p><p>[ATTACH=full]403489[/ATTACH]</p><p></p><p>[ATTACH=full]403490[/ATTACH]</p><p></p><p>[ATTACH=full]403491[/ATTACH]</p><p></p><p>[ATTACH=full]403492[/ATTACH]</p><p></p><p></p><p></p><p>I am not sure I 100% follow. But they can certainly try to find out what is known to exist in a given region. And they can always take precautions. And they can use magic if they want to (though it isn't D&D magic, it is more like Ritual magic). There is a Divination skill but its effects are much more limited than that kind of activity might be in games with greater emphasis on magic. Magic exists, but the prime focus of the game is on martial arts abilities. The ritual system is for things like paper talismans. And divination is for things like astrology, feng shui, etc.</p><p></p><p>I also have a concept called the Inverted Encounter roll for when players actively seek out something on one of the encounter tables: <a href="https://thebedrockblog.blogspot.com/2021/01/inverted-encounter-rolls.html" target="_blank">HERE</a>.</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 9645556"] It depends on the game I am running but for my Ogre Gate Campaigns I would say they are regular but flexible. They are regular intervals, part of the Survival Skill, but I also view them as tools, so there are times when I might approach them differently. Generally I find players can anticipate what they need to plan for a journey. Discussions about what method of travel (canal, river, sea, land, this route, or through this forest), what preparations to make and what route to plan out are usually a pretty big part of play and something the players have enough consistency with the plan for. I am pasting most of the encounter section from the rulebook below. Just keep in mind I wrote this stuff from like 2014-2016 I think, so some of it I still use as written, some of it I have evolved into more streamlined forms at my own table (and in later books I put out, this is reflected in sections on encounters in tables). Also I skipped over a bunch of encounter table pages here to focus on the text. The Grudge Encounters are especially important in my opinion to the feel of play. [ATTACH type="full" width="147px" alt="1745607850369.png"]403488[/ATTACH] [ATTACH type="full" width="118px" alt="1745607681599.png"]403484[/ATTACH] [ATTACH type="full" width="127px" alt="1745607637220.png"]403483[/ATTACH] [ATTACH type="full" width="127px" alt="1745607707764.png"]403485[/ATTACH] [ATTACH type="full" width="129px" alt="1745607765365.png"]403486[/ATTACH] [ATTACH type="full" width="180px" alt="1745607806236.png"]403487[/ATTACH] [ATTACH type="full" width="187px" alt="1745607887374.png"]403489[/ATTACH] [ATTACH type="full" width="284px" alt="1745607918672.png"]403490[/ATTACH] [ATTACH type="full" width="290px" alt="1745607956822.png"]403491[/ATTACH] [ATTACH type="full" width="293px" alt="1745607986270.png"]403492[/ATTACH] I am not sure I 100% follow. But they can certainly try to find out what is known to exist in a given region. And they can always take precautions. And they can use magic if they want to (though it isn't D&D magic, it is more like Ritual magic). There is a Divination skill but its effects are much more limited than that kind of activity might be in games with greater emphasis on magic. Magic exists, but the prime focus of the game is on martial arts abilities. The ritual system is for things like paper talismans. And divination is for things like astrology, feng shui, etc. I also have a concept called the Inverted Encounter roll for when players actively seek out something on one of the encounter tables: [URL='https://thebedrockblog.blogspot.com/2021/01/inverted-encounter-rolls.html']HERE[/URL]. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
The Good Sandbox Thread [+]
Top