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General Tabletop Discussion
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Worldbuilding considerations for a West Marches sandbox
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<blockquote data-quote="NotAYakk" data-source="post: 8377737" data-attributes="member: 72555"><p>I'm thinking of adding a hex crawl to one phase of my next campaign (tm).</p><p></p><p>In this world, Doors (capital D) lead to Dungeons. They are left over pocket-planes built during the last apocalyptic war for various purposes, from Fallout Vault-like survival, to storage vaults, military supply depots, labs of wizards (aka demiplane), to long-term storage of magical "toxic waste". You access them via Doors, and current the economic phase-change in the world is fed by the fact that one empire has found and opened a Door to some ancient magi-tech (not that they are talking about this fact). (Think Indiana Jones, but where the Nazis managed to get ahold of one of those magic artifacts, and it wasn't useless to them)</p><p></p><p>So exploring the wilderness to find Doors, and being able to use Corridors (Dungeons with two or more Doors) as short cuts, should fit. There is going to be a scramble to find and search for Doors & search Dungeons for more of that juicy, juicy previous-era magic.</p><p></p><p>I'm not sure if I can fit a real hex crawl in. I have plans for T1 that didn't include a hex crawl. It would have to fit it somewhere in T2 I suspect; by T3, a full on magic-tech revolution and a global magitec war should be kicking off, and airships/teleportation/plane shifting starts showing up. A hex crawl won't work as well.</p><p></p><p>I suppose I could rotate my T1 plans to be a hex crawl. And T1 might be the best levels for it.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8377737, member: 72555"] I'm thinking of adding a hex crawl to one phase of my next campaign (tm). In this world, Doors (capital D) lead to Dungeons. They are left over pocket-planes built during the last apocalyptic war for various purposes, from Fallout Vault-like survival, to storage vaults, military supply depots, labs of wizards (aka demiplane), to long-term storage of magical "toxic waste". You access them via Doors, and current the economic phase-change in the world is fed by the fact that one empire has found and opened a Door to some ancient magi-tech (not that they are talking about this fact). (Think Indiana Jones, but where the Nazis managed to get ahold of one of those magic artifacts, and it wasn't useless to them) So exploring the wilderness to find Doors, and being able to use Corridors (Dungeons with two or more Doors) as short cuts, should fit. There is going to be a scramble to find and search for Doors & search Dungeons for more of that juicy, juicy previous-era magic. I'm not sure if I can fit a real hex crawl in. I have plans for T1 that didn't include a hex crawl. It would have to fit it somewhere in T2 I suspect; by T3, a full on magic-tech revolution and a global magitec war should be kicking off, and airships/teleportation/plane shifting starts showing up. A hex crawl won't work as well. I suppose I could rotate my T1 plans to be a hex crawl. And T1 might be the best levels for it. [/QUOTE]
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