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Tomb of Annihilation - how's it going so far?! **spoilers**
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<blockquote data-quote="CapnZapp" data-source="post: 7237979" data-attributes="member: 12731"><p>The issue I'm wrestlig with right now is how to motivate the jungle exploration. </p><p></p><p>As I've stated elsewhere (or here?) I'm not too keen on springing the countdown on them right away, since that</p><p>a) makes "aimless" exploration extra frustrating; i.e. it defeats the notion of "an enjoyable hexcrawl" <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p>b) it really means they need to find out about Omu straight away. Asking players to do "aimless hexcrawling" when all they want to do is find hex 96 is not a good idea.</p><p></p><p>So there needs to be goals. Preferably in layers, so the players understand there's a (distant or vague) threat called the Soulmonger, but that they need to explore the jungle to find out more. They should know about the wasting disease from the start. The connection to Soulmonger doesn't have to be confirmed at this stage.</p><p></p><p>The countdown starts when a PC gets herself killed or whenever the DM decides to introduce Syndra.</p><p></p><p>That's where the "mindmap" of the adventure comes in! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I really want to gain a complete understanding of all the various threads you can follow up on, and how they eventually lead to Omu. In the meanwhile, there needs to be rumors of faboulous treasure that draws adventurers into the jungle all by itself. We can't expect PCs to endure all the hardship just because. And I really dislike starting yet another campaign by "you're my only hope - the world is ending and only YOU can save it".</p><p></p><p>I mean something like (again making up stuff just for the sake of example) "you can find omu through clue chain A B C or D":</p><p>A) find Batiri goblin tribe, gain their trust, get sent to Nanny Papu, kill Pterafolk, get sent to Orumangu, get Omu coordinates</p><p>B) find Weretiger, have audience with whats-her-face the Medusa, get vague Omu directions, preferably stumble upon Kir Sabal on the way, debate whether to return to the gardens, --> Omu</p><p>C) I don't know: grunlungdung, something something Hrak-mine, kill Red Dragon, loot map to Omu</p><p>D) really stretching it now... </p><p></p><p>Of course you can "mix the streams" - if the party is following up on one treasure lead, they go from Nanny Papu to Kir Sabal. That's okay - they eventually find Omu info anyway.</p><p></p><p>Point is: all this is incredibly difficult to overview. Without someone's help <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7237979, member: 12731"] The issue I'm wrestlig with right now is how to motivate the jungle exploration. As I've stated elsewhere (or here?) I'm not too keen on springing the countdown on them right away, since that a) makes "aimless" exploration extra frustrating; i.e. it defeats the notion of "an enjoyable hexcrawl" ;) b) it really means they need to find out about Omu straight away. Asking players to do "aimless hexcrawling" when all they want to do is find hex 96 is not a good idea. So there needs to be goals. Preferably in layers, so the players understand there's a (distant or vague) threat called the Soulmonger, but that they need to explore the jungle to find out more. They should know about the wasting disease from the start. The connection to Soulmonger doesn't have to be confirmed at this stage. The countdown starts when a PC gets herself killed or whenever the DM decides to introduce Syndra. That's where the "mindmap" of the adventure comes in! :) I really want to gain a complete understanding of all the various threads you can follow up on, and how they eventually lead to Omu. In the meanwhile, there needs to be rumors of faboulous treasure that draws adventurers into the jungle all by itself. We can't expect PCs to endure all the hardship just because. And I really dislike starting yet another campaign by "you're my only hope - the world is ending and only YOU can save it". I mean something like (again making up stuff just for the sake of example) "you can find omu through clue chain A B C or D": A) find Batiri goblin tribe, gain their trust, get sent to Nanny Papu, kill Pterafolk, get sent to Orumangu, get Omu coordinates B) find Weretiger, have audience with whats-her-face the Medusa, get vague Omu directions, preferably stumble upon Kir Sabal on the way, debate whether to return to the gardens, --> Omu C) I don't know: grunlungdung, something something Hrak-mine, kill Red Dragon, loot map to Omu D) really stretching it now... Of course you can "mix the streams" - if the party is following up on one treasure lead, they go from Nanny Papu to Kir Sabal. That's okay - they eventually find Omu info anyway. Point is: all this is incredibly difficult to overview. Without someone's help :cool: [/QUOTE]
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