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.
no plus ones
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- 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"Jun 20, 2012
- 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.Jun 20, 2012
- i have no doubt that traversing the oregon trail was often mega boring but that doesn't make me want to play that boringnessJun 20, 2012
- 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.Jun 20, 2012
- yeah that doesn't do anything for meJun 20, 2012
- 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.Oct 15, 2014