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Wilderness Travel & Encounters/Day - How do you handle it?
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<blockquote data-quote="arjomanes" data-source="post: 6869902" data-attributes="member: 94951"><p>Thanks for all the replies, and really good ideas. There is a lot here to digest, and I'm going to look at testing a couple of the different ideas in the next few sessions. </p><p></p><p>I've been running a sandbox game. A lot of these issues came up when I was running through Isle of Dread (they aren't there now, but travel and exploration are still a key part of the game, just more island-hopping now). </p><p></p><p>The players would hit a random encounter, or maybe two, handily defeat it, and camp for the night. Since much of the game was reliant on travel, I didn't feel like the players were challenged until they got to an adventure site. I began adding a few extra encounters (and they ended up being scarier) as they got deeper into the jungle, but I still don't think they were the same level of challenge as dungeons. </p><p></p><p>For those who recommended changing the short rest/long rest rules for overland travel, in your experience, did it break verisimilitude or come across as unfair to players? I don't want to set expectations for the game and then change them later in a way that seems arbitrary. But maybe this shouldn't be a concern? I think Out of the Abyss experimented with altering the rest rules by imposing a check to successfully take a long rest (due to the demonic influence in the Underdark)? Has anyone had success using that mechanic? </p><p></p><p>Thanks for all the comments. Great ideas here!</p></blockquote><p></p>
[QUOTE="arjomanes, post: 6869902, member: 94951"] Thanks for all the replies, and really good ideas. There is a lot here to digest, and I'm going to look at testing a couple of the different ideas in the next few sessions. I've been running a sandbox game. A lot of these issues came up when I was running through Isle of Dread (they aren't there now, but travel and exploration are still a key part of the game, just more island-hopping now). The players would hit a random encounter, or maybe two, handily defeat it, and camp for the night. Since much of the game was reliant on travel, I didn't feel like the players were challenged until they got to an adventure site. I began adding a few extra encounters (and they ended up being scarier) as they got deeper into the jungle, but I still don't think they were the same level of challenge as dungeons. For those who recommended changing the short rest/long rest rules for overland travel, in your experience, did it break verisimilitude or come across as unfair to players? I don't want to set expectations for the game and then change them later in a way that seems arbitrary. But maybe this shouldn't be a concern? I think Out of the Abyss experimented with altering the rest rules by imposing a check to successfully take a long rest (due to the demonic influence in the Underdark)? Has anyone had success using that mechanic? Thanks for all the comments. Great ideas here! [/QUOTE]
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