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UA - Into the Wild
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<blockquote data-quote="rmcoen" data-source="post: 7344399" data-attributes="member: 6692404"><p>This, definitely this! Long-term drain/exhaustion. Proper preparation mitigates the drain, but these aren't wounds a <em>cure</em></p><p>spell can just fix...</p><p></p><p>Ultimately, though, adventurers in a "normal rules" situation have so many resources that it just comes down to Time. (unless they are 0th or 1st level, perhaps) So ultimately, I as GM generally give a time constraint (or at least, the impression of one) for most situations that require travel. "You decide to head out to find the ruins of Tremalta, which your just-discovered map says is 3 weeks southwest. There and back should take 2 months, reasonably, so you should get back just in time for the Mayor's big announcement..." Or "Your divination has revealed that the drow army will make landfall in 5 days; you think you can get there in 3, and loot the tomb before they arrive." Sometimes even something as simple as "Sure, you can do that. It'll take about a day, though... are you sure?" "Why? What's the time limit?" "Nothing, that you are aware of..."</p><p></p><p></p><p></p><p>Having said all that, I want more help building wilderness. I don't have time with 3 kids, 2 jobs, and a wife - but I want to run an "explore and conquer the new world/continent/area" campaign. I want help with making interesting destinations, or populating a zone with foes and features and [an f-word that means loot]. I want the players to have the joy/excitement of a 4X, of wanting to push on and explore the next hex on the map... not just "the ranger succeeds on his Nature check; you spend 10 days hiking through forest, and arrive at the mountain."</p></blockquote><p></p>
[QUOTE="rmcoen, post: 7344399, member: 6692404"] This, definitely this! Long-term drain/exhaustion. Proper preparation mitigates the drain, but these aren't wounds a [I]cure[/I] spell can just fix... Ultimately, though, adventurers in a "normal rules" situation have so many resources that it just comes down to Time. (unless they are 0th or 1st level, perhaps) So ultimately, I as GM generally give a time constraint (or at least, the impression of one) for most situations that require travel. "You decide to head out to find the ruins of Tremalta, which your just-discovered map says is 3 weeks southwest. There and back should take 2 months, reasonably, so you should get back just in time for the Mayor's big announcement..." Or "Your divination has revealed that the drow army will make landfall in 5 days; you think you can get there in 3, and loot the tomb before they arrive." Sometimes even something as simple as "Sure, you can do that. It'll take about a day, though... are you sure?" "Why? What's the time limit?" "Nothing, that you are aware of..." Having said all that, I want more help building wilderness. I don't have time with 3 kids, 2 jobs, and a wife - but I want to run an "explore and conquer the new world/continent/area" campaign. I want help with making interesting destinations, or populating a zone with foes and features and [an f-word that means loot]. I want the players to have the joy/excitement of a 4X, of wanting to push on and explore the next hex on the map... not just "the ranger succeeds on his Nature check; you spend 10 days hiking through forest, and arrive at the mountain." [/QUOTE]
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