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Wilderness Adventure Needed
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<blockquote data-quote="Amalricus" data-source="post: 2805972" data-attributes="member: 17155"><p><strong>A voice from the wilderness</strong></p><p></p><p>I do not have a specific module for you, but I do have some good advice for how to make a wilderness adventure fun and interesting. bear with me, it can sort of help you form the adventure.</p><p></p><p>Its the trip that matters. It is not the destination, or the denizens of the wilds that impact the story, but the wilds themselves. Make the main NPC of the adventure the environment. This does not mean that the players will not eventually get to the Tower of Evil, it just means that the march overland to get there should be at least as big a part of the tale as the door kicking end game. To do this, you need to reflect on what kind of environmental challenges to present the party. You said your running druids, and they should be able to overcome these challenges, but make them do it. It both lets the character shine, and reminds the party that this is not a mall near the interstate. As Ideas for making the trip matter I offer:</p><p></p><p>River crossings at flood stage</p><p>Briar patchs and dim confusing woods</p><p>lack of food and fodder</p><p>foul weather and cold conditions</p><p>damaged and lost gear</p><p>ravines, streams, and other path blockers</p><p>marshes filled with decaying plants and biting insects</p><p></p><p>Set up environmental encouters. This could be a river at flood stage, (btw a deadly issue that could kill a character if they take it lightly), or a quiet grove or clearing that has thematic appeal. </p><p></p><p>Dont give them a damn thing. If you run it right this kind of adventure has the benefit of the "muddy boots factor". It places the character in the game world, and makes the setting, and the character, more real. At lower level the players will appreciate a wilderness. it becomes something more that a name or block on a map filled with monsters to kill. A player looking at 'The Black Forest' will understand they need to be ready to face with wilds, and will take measures to be ready. </p><p></p><p>Higher level characters will be able to bypass this, but dont stress. if you have set the tone there is an interesting byproduct of your work. The players will appreciate the fact that they can fly, teleport, or have a 15 skill in survival. It will be something they strive for, and are proud of. Thats a good thing.</p><p></p><p>So consider your wilderness environment. Set up both environmental and combat encounters. Force the players to overcome the stresses of a long march overland, and enjoy.</p><p></p><p><strong>Amalric</strong></p></blockquote><p></p>
[QUOTE="Amalricus, post: 2805972, member: 17155"] [b]A voice from the wilderness[/b] I do not have a specific module for you, but I do have some good advice for how to make a wilderness adventure fun and interesting. bear with me, it can sort of help you form the adventure. Its the trip that matters. It is not the destination, or the denizens of the wilds that impact the story, but the wilds themselves. Make the main NPC of the adventure the environment. This does not mean that the players will not eventually get to the Tower of Evil, it just means that the march overland to get there should be at least as big a part of the tale as the door kicking end game. To do this, you need to reflect on what kind of environmental challenges to present the party. You said your running druids, and they should be able to overcome these challenges, but make them do it. It both lets the character shine, and reminds the party that this is not a mall near the interstate. As Ideas for making the trip matter I offer: River crossings at flood stage Briar patchs and dim confusing woods lack of food and fodder foul weather and cold conditions damaged and lost gear ravines, streams, and other path blockers marshes filled with decaying plants and biting insects Set up environmental encouters. This could be a river at flood stage, (btw a deadly issue that could kill a character if they take it lightly), or a quiet grove or clearing that has thematic appeal. Dont give them a damn thing. If you run it right this kind of adventure has the benefit of the "muddy boots factor". It places the character in the game world, and makes the setting, and the character, more real. At lower level the players will appreciate a wilderness. it becomes something more that a name or block on a map filled with monsters to kill. A player looking at 'The Black Forest' will understand they need to be ready to face with wilds, and will take measures to be ready. Higher level characters will be able to bypass this, but dont stress. if you have set the tone there is an interesting byproduct of your work. The players will appreciate the fact that they can fly, teleport, or have a 15 skill in survival. It will be something they strive for, and are proud of. Thats a good thing. So consider your wilderness environment. Set up both environmental and combat encounters. Force the players to overcome the stresses of a long march overland, and enjoy. [B]Amalric[/B] [/QUOTE]
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