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<blockquote data-quote="Randomthoughts" data-source="post: 5820273" data-attributes="member: 6681248"><p>Sounds like an interesting campaign! Off the top of my head, I'd consider:</p><p> </p><p>* How dangerous each hex is (like [MENTION=463]S'mon[/MENTION] said - pun intended <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=";)" />). A major reason for this is how many combats PCs will enter and therefore how many consumables are used.</p><p> </p><p>* Will you be using some armor degrading houserules? If so, more emphasis will be on PCs who could make their own weapons and armor.</p><p> </p><p>* How much access will PCs have to necessities (food, water, gear) while out in the wild? I'm getting the sense that PCs will have the ability to forage and that water may not be much of a problem - but PCs may not know that - but getting (replacement) gear will probably have to wait until they return to civilization. Am I right?</p><p> </p><p>* If this is the case, then what PCs bring with them will be critical, and therefore, weight and encumbrance rules will become more important. Again, this encourages PCs to fashion their own weapons/armors esp. consumables in the wild and well, mounts become paramount. </p><p> </p><p>* Furthermore, PCs will experience a "feast and famine" situation, where they live off the land exploring (and fighting), but cash in only after they reach civilization. I think this point can't be emphasized enough. I originally thought you should translate things into a revenue and expense model <u>per day</u> but it will probably be best to do so <u>per expedition</u> (however long each takes).</p><p> </p><p>* Will PCs have the opportunity to find stuff in the wild, and take things back - like treasure, "artifacts" or even body parts of exotic creatures to sell? Or will mapping be the main source of revenue?</p><p> </p><p>* This would also mean that PCs are bankrolling themselves (at least intially). Given the risk that PCs would be taking, they may seek support from rich patrons (who could give them quests to explore a certain area or recover items like a family heirloom). Imagine all the wheeling-and-dealing possibilities here!</p><p> </p><p>* Finally, if you want money to remain a motivator, I'd consider external expenses like taxes, licenses for this or that or even money spent at a tavern or brothel after a successful expedition.</p></blockquote><p></p>
[QUOTE="Randomthoughts, post: 5820273, member: 6681248"] Sounds like an interesting campaign! Off the top of my head, I'd consider: * How dangerous each hex is (like [MENTION=463]S'mon[/MENTION] said - pun intended ;)). A major reason for this is how many combats PCs will enter and therefore how many consumables are used. * Will you be using some armor degrading houserules? If so, more emphasis will be on PCs who could make their own weapons and armor. * How much access will PCs have to necessities (food, water, gear) while out in the wild? I'm getting the sense that PCs will have the ability to forage and that water may not be much of a problem - but PCs may not know that - but getting (replacement) gear will probably have to wait until they return to civilization. Am I right? * If this is the case, then what PCs bring with them will be critical, and therefore, weight and encumbrance rules will become more important. Again, this encourages PCs to fashion their own weapons/armors esp. consumables in the wild and well, mounts become paramount. * Furthermore, PCs will experience a "feast and famine" situation, where they live off the land exploring (and fighting), but cash in only after they reach civilization. I think this point can't be emphasized enough. I originally thought you should translate things into a revenue and expense model [U]per day[/U] but it will probably be best to do so [U]per expedition[/U] (however long each takes). * Will PCs have the opportunity to find stuff in the wild, and take things back - like treasure, "artifacts" or even body parts of exotic creatures to sell? Or will mapping be the main source of revenue? * This would also mean that PCs are bankrolling themselves (at least intially). Given the risk that PCs would be taking, they may seek support from rich patrons (who could give them quests to explore a certain area or recover items like a family heirloom). Imagine all the wheeling-and-dealing possibilities here! * Finally, if you want money to remain a motivator, I'd consider external expenses like taxes, licenses for this or that or even money spent at a tavern or brothel after a successful expedition. [/QUOTE]
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