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What has been your experience with survival-focused adventures?
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<blockquote data-quote="drnuncheon" data-source="post: 1885551" data-attributes="member: 96"><p>I did a little bit of this when I shipwrecked my PCs on the Isle of Dread. There are a couple of things you need to watch out for.</p><p> </p><p> First, if it's "man against nature" then most of the rolls made are going to be Survival. If nobody has this, it'll be rough. If everyone has this, it'll be easy. In whichever case, you're going to need to go into more detail to make it interesting. Instead of just saying 'you hunt and get food' you may want to actually play out the hunting.</p><p> </p><p> Second, again if it's "man against nature", then it's going to seem like a more adversarial relationship between you and the PCs. There's no character or monster on the other side for them to focus their aggression on, just you, the DM. If your players are particularly sensitive to this, you may want to downplay these aspects of a survival adventure.</p><p> </p><p> On the other hand, these kinds of adventures makeplayers think in new and unexpected ways. When they were trapped on a barren mountainous ridge in freezing weather, dying of exposure, the mage got the brilliant idea of summoning a thoqqua to dig a cave for them to rest in. It got them out of the wind, the walls retained a lot of heat, and it saved their lives. All in all, it was a pretty clever use of the spell.</p></blockquote><p></p>
[QUOTE="drnuncheon, post: 1885551, member: 96"] I did a little bit of this when I shipwrecked my PCs on the Isle of Dread. There are a couple of things you need to watch out for. First, if it's "man against nature" then most of the rolls made are going to be Survival. If nobody has this, it'll be rough. If everyone has this, it'll be easy. In whichever case, you're going to need to go into more detail to make it interesting. Instead of just saying 'you hunt and get food' you may want to actually play out the hunting. Second, again if it's "man against nature", then it's going to seem like a more adversarial relationship between you and the PCs. There's no character or monster on the other side for them to focus their aggression on, just you, the DM. If your players are particularly sensitive to this, you may want to downplay these aspects of a survival adventure. On the other hand, these kinds of adventures makeplayers think in new and unexpected ways. When they were trapped on a barren mountainous ridge in freezing weather, dying of exposure, the mage got the brilliant idea of summoning a thoqqua to dig a cave for them to rest in. It got them out of the wind, the walls retained a lot of heat, and it saved their lives. All in all, it was a pretty clever use of the spell. [/QUOTE]
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