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The many types of Sandboxes and Open-World Campaigns
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<blockquote data-quote="Yora" data-source="post: 8647045" data-attributes="member: 6670763"><p>Well, with system I don't mean anything particularly complicated. Just "every character needs 1 ration per day or gets the Starving condition". This still becomes relevant when players have to consider making detours to buy more food, interrupt their journey to hunt for several days before trying to cross a wasteland, or taking a risk and hoping they will reach the next food source before their supplies run out.</p><p></p><p>What do you mean by that? In what cases would players have to worry about something when they don't have to?</p><p></p><p>You mean just as a means to create some variety in encounters, or as something that affects things on a larger scale?</p><p></p><p>I guess seasons could be a substential component in long term planning. You could have varrying odds for encounters and availability of food, different needs for shelter, and even affected movement speed from mud and snow. Postponing planned adventure to next year to wait for spring, or risking wilderness travel in winter when time is an issue could be significant factors in decision making. You could even have situations with players deciding to stay in place for the winter when they get trapped by unexpected snow, and staying put where food is available might be safer.</p></blockquote><p></p>
[QUOTE="Yora, post: 8647045, member: 6670763"] Well, with system I don't mean anything particularly complicated. Just "every character needs 1 ration per day or gets the Starving condition". This still becomes relevant when players have to consider making detours to buy more food, interrupt their journey to hunt for several days before trying to cross a wasteland, or taking a risk and hoping they will reach the next food source before their supplies run out. What do you mean by that? In what cases would players have to worry about something when they don't have to? You mean just as a means to create some variety in encounters, or as something that affects things on a larger scale? I guess seasons could be a substential component in long term planning. You could have varrying odds for encounters and availability of food, different needs for shelter, and even affected movement speed from mud and snow. Postponing planned adventure to next year to wait for spring, or risking wilderness travel in winter when time is an issue could be significant factors in decision making. You could even have situations with players deciding to stay in place for the winter when they get trapped by unexpected snow, and staying put where food is available might be safer. [/QUOTE]
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