Please don't bring GNS into this thread. It doesn't apply here, it makes people think towards unmoderated extremes, and it has no useful definition that anyone agrees on.Maybe. I think there are two types of sandbox games: simulationist, where the goal is to explore the world; and gamist, where the goal is to challenge the players.
How many fights did Lewis & Clark have on their lengthy expedition? One, I think. Most real-world explorers have none.
Clark and Lewis also didn't have to contend with a wilderness bristling with monsters ready and willing to eat travellers, for that matter.They're often going to choose violence, seeing as much of the neat and cool tools stuff the game puts at their disposal (in any edition) are about how they do violence.
Yes, but most of their explorations were not terribly memorable, either.
"Day 245 - slogged through a swamp. Lost another boot in the muck. Clark now has intestinal distress from eating a bad frog. More tomorrow."
There is the inevitable dramatic necessity for focusing on the dramatic points of the exploration. And those are times of stress. And, in a sandbox, you're not supposed to structure the player's experience too much - they're supposed to find their own way through the challenges. They're often going to choose violence, seeing as much of the neat and cool tools stuff the game puts at their disposal (in any edition) are about how they do violence.
The frequency of violence in a sandbox game is not entirely in the GM's hands, so tools to deal with that are kind of called for.
I think there's a fundamental disconnect in your understanding of the nature of a wilderness exploration game, here. In a good exploration campaign, combats are not meaningless like a random encounter table, but more a meaningful part of the setting, like a lair of ankhegs or patrolling giant ants. Perhaps if you thought of the wilderness as a big dungeon, and the hexes as dungeon rooms to be populated it might help. The wilderness is only meaningless if you make it that way.the way to do an exploration-based game in 4th is to handle the exploration of each hex as a skill challenge where failure results in a combat encounter. This models the fact that when exploring you actually try to avoid meaningless fights and makes it less of a DM's call or random event if such fights occur.
I think there's a fundamental disconnect in your understanding of the nature of a wilderness exploration game, here. In a good exploration campaign, combats are not meaningless like a random encounter table, but more a meaningful part of the setting, like a lair of ankhegs or patrolling giant ants. Perhaps if you thought of the wilderness as a big dungeon, and the hexes as dungeon rooms to be populated it might help. The wilderness is only meaningless if you make it that way.
Originally Posted by LostSoul
1. How do you reduce the grind for low-level encounter? The outcome is not in doubt (unless you use needlefang drake swarms), but it will take a while to play out.