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Something about the first two sessions of the new campaign isn't grooving for me. I'm still trying to figure out what it is. Lack of investment in the source material? Dissatisfaction with my hexcrawl procedure? Or maybe it's simply that I vastly prefer running dungeons to anything else.
Zach Marx Weber's profile photoZzarchov Kowolski's profile photocole long's profile photoRoger Giner-Sorolla's profile photo
One thing that has struck me in a few wilderness games I've seen run on G+ is how it focusses very much on a day by day time scale,  which seems somewhat wrong for a hex crawl in an intangible way,  even if the stuff you find is simple things it makes it feel to urban I guess?  There isn't the foreboding sense of an expedition. 

I can't see anyone writing  "Day 63:  More mosquitoes,malaria and mud,  Jenkins slipped and fell down a rock slide, with his broken ankle we decided to leave him behind with some supplies and a makeshift shelter, hopefully he will be alive when we come back this way" which to me is the excitement of a hexcrawl, the understand that it is mostly uneventful boredom and then (after settling into routines)  _WHOOSH_ in comes a giant bird to eat half the camp who long ago stopped wasting manpower keeping immaculate watch schedules.   Or stumbling upon a ruin and digging out the shovels going "holy crap,  we found something BIG" and switching to dungeon mode,  except everyone is tired, injured and low on supplies.

For my part, though I still loved the game.  Doing my best to set myself up as Quetzacoatl (feathered god to the snakemen and all)
I have felt like that with D&D like systems for the past few years. Can never find one that feel comfortable running. Good luck on your quest to find your groove though.
Some of all three? I am assuming so, since you're framing it.

I don't think a campaign really clicks with me until the players start to exhibit some cohesion. That they start to develop their own plans/goals and show some joint ownership. It took about a month of running the +Hill Cantons on G+ before it felt "real".

Well if it helps at all I enjoyed the session, a hexcrawl being a nice change of pace.
Agree with +Zzarchov Kowolski that I find it challenging to present wilderness in as interesting ways as real life without tinkering with the pace of the hexcrawl.
I tend to use "weeks" as the unit of time with wilderness explorations.  This post is giving me a strong urge to run a wilderness game and lay off dungeon attempts (which are somewhat new to me).
+Jeff Rients What rules did you use for the hex crawl aspect of the game? I'd be interested in seeing how other DMs do it.
So, from a player's perspective, that first session was pretty much aimless wandering.  The stuff that had been discovered wasn't all that cool, so I wanted to go to unexplored hexes.  Now that we've been to some, I have more options--I can follow up on some of the stuff we found, like that temple to the west and a little south, or I can opt to keep pushing the boundaries out.

Eventually, "following up" begins to win, and it gets to be a much more focused game.
Really? :( I was, myself, super psyched while hexcrawling Ancient Mormonia!
C Huth
PCs increase in size 1000%

hexcrawl is now a dungeon
+cole long The Mormon stuff is an interesting novelty, but it doesn't grab my guts the way the Brit lit and cheesy comic book Arthuriana and a generalized anglophilia did with the last campaign.

+Zzarchov Kowolski You make a good point about the scale at work here.  Maybe the operation should involved weeks and months in the wilderness and dozens of porters and several guides.  But I'm not sure that would work as a FLAILSNAILS campaign.

+Alex Schroeder My basic rules are from the Expert D&D rules and LotFP, with a couple of lines from Ready Ref Sheets on whether or not you find what you want when searching a hex.  Getting lost remains problematic.
+Jeff Rients normally I would say you are right about the "not work for flailsnails" bit (a problem I have had).

But that nice little "Make it back to civilization" chart you have could help with that, especially the result where you are really lost.
+Jeff Rients while i am a sucker for most combinations of swords, sandals, and pseudohistory, what really won me over was your really singing presentation of overland travel

+Zzarchov Kowolski the zoomout to weeks and months would feel like a buzzkill to me. i want more density of weird
I'm inclined towards the first one. Where as I feel the other two can change as you get in the groove of a game, its really hard to suddenly become more interested in a setting without a paradigm shift or significant change of heart.
So "You're on the boat for three months, then you sight land!" is fine because it doesn't take much game time correct?  Or am I getting that backwards?
I really liked the hexcrawl portion of the session I was in, though I must admit that I miss the Wessex setting quite a bit.

I definitely agree with +Chris Kutalik about cohesion.
what i mean is i don't want there to be a day of adventure once every three months
High density weird in outdoor exploration is definitely one of the things that keeps me coming back to New Feierland.
I kind of enjoy the notion of being utterly alone when you encounter the weird.  If you are a day or two away from town,  as long as you live through the encounter you probably be able to limp to home base.
That assumes that the terrain behind you is safe, which if it weird enough it probably isn't.
True, I guess I am just a sucker for the "Lost city in the Amazon" style adventure
i guess i just see the travel to the city as a lot of adventure to pass up and don't want a "roll to see if there's adventure this month." too abstracted, too high scale/zoomed out.

reading period accounts of amazon travel, there's villages of guys ever 200 feet playing music and taking potshots at you. in a fantasy world, as opposed to just being some humans, those encounters could be fantastical stuff.

for what it's worth i don't know that i really buy into the raggi "weird only rare and out of the way places"
I have a feeling my stylistic choices for the wilderness as boring and yet still dangerous stems from growing up in the middle of the wilderness.  
i have no doubt that traversing the oregon trail was often mega boring but that doesn't make me want to play that boringness
Its not the boringness I like  to play, that is a few rolls of attrition as you move,  its the periods of high adventure that one goes through as a player, even if the character has weeks between anything exciting,  as a player you have minutes.
yeah that doesn't do anything for me
The key is to make "boring" = "relief". I can see my players relax and tensen up with every roll of the encounter die. You can also get that by having weather rolls that could be nice or nasty with real consequences to combat readiness; and rolls for things like terrain hazards, food sources, etc. The food and water game can itself keep players motivated even beyond obvious encounters.
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