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General Tabletop Discussion
*Dungeons & Dragons
West Marches: Navigation, Getting Lost & Player Mapping
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<blockquote data-quote="iserith" data-source="post: 7260617" data-attributes="member: 97077"><p>You might want to check out the new Advanced Fog of War feature in conjunction with the Drawing a Map exploration task. I haven't used it much, but I played in a game with it and it worked well. It reveals the map as you go, then leaves it revealed (except for objects on the Token layer).</p><p></p><p>As far as learning about new locations go, when I ran The Delve, the first part of the session was dedicated to "Town Tasks," which were modified Downtime Activities. Among those activities was Research. You might try something like that as a way to kick off the session. Like the exploration tasks, I set it up where it took about 5 to 10 minutes to resolve and you could use that to reveal specific locations in exchange for gold. The key is not to segue into a town adventure. That is against the spirit of the West Marches style game. I watched a West Marches actual play podcast for a while and it seemed like they spent all their time in town. I was like, uh, you're missing the point!</p><p></p><p>If I were doing an expansion on The Delve that included more adventure locations and more wilderness, I'd probably do something like create zones for each wilderness area, then set up game play in phases: Town Tasks, Travel, Exploration, Delving, Return Travel, End of Session. "Exploration" would be when the PCs get to the zone and then the exploration tasks would be different from the travel tasks and would chiefly be centered around turning up the interesting bits in a way that's quick to resolve and offers meaningful choices, risks, costs, and trade-offs. The goal here would be to keep everything but the delving down to about 30 to 45 minutes of real time, not including random encounter resolution. That feels about right for a 4-hour session to me.</p><p></p><p>Good luck!</p></blockquote><p></p>
[QUOTE="iserith, post: 7260617, member: 97077"] You might want to check out the new Advanced Fog of War feature in conjunction with the Drawing a Map exploration task. I haven't used it much, but I played in a game with it and it worked well. It reveals the map as you go, then leaves it revealed (except for objects on the Token layer). As far as learning about new locations go, when I ran The Delve, the first part of the session was dedicated to "Town Tasks," which were modified Downtime Activities. Among those activities was Research. You might try something like that as a way to kick off the session. Like the exploration tasks, I set it up where it took about 5 to 10 minutes to resolve and you could use that to reveal specific locations in exchange for gold. The key is not to segue into a town adventure. That is against the spirit of the West Marches style game. I watched a West Marches actual play podcast for a while and it seemed like they spent all their time in town. I was like, uh, you're missing the point! If I were doing an expansion on The Delve that included more adventure locations and more wilderness, I'd probably do something like create zones for each wilderness area, then set up game play in phases: Town Tasks, Travel, Exploration, Delving, Return Travel, End of Session. "Exploration" would be when the PCs get to the zone and then the exploration tasks would be different from the travel tasks and would chiefly be centered around turning up the interesting bits in a way that's quick to resolve and offers meaningful choices, risks, costs, and trade-offs. The goal here would be to keep everything but the delving down to about 30 to 45 minutes of real time, not including random encounter resolution. That feels about right for a 4-hour session to me. Good luck! [/QUOTE]
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West Marches: Navigation, Getting Lost & Player Mapping
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