Greetings once again, my fellow adventurersCreating a thread to discuss West Marches campaign & hexcrawl mechanics. All opinions, questions and suggestions welcomed!Also posting an update from a thread from last month>Created a West Marches-style campaign this year on my LGS w/ strong hexcrawl elements>Defaulted to using DnD 5e just to make it easier for players (not the focus of the thread)>12 sessions so far>~30 total players>+3 sessions scheduled for this month on LGS>might run additional sessions outside LGS>Created a Discord channel to focus on roleplay & downtime activities/interactions>Map/etc are all generated on the go (will post more about it)>Players get to name things as they discover themSince last thread I've:>Created 3 treasure tables (cash, utility magic items, magical equipment)>Worked on a few systems, including camping in the wilderness (% of night raids)>Recently changed the encounter rolls to be once every 2h travel (instead of once per hex)In the story, we have:>A couple of merchants in the camp (no NPCs, players are responsible for setting their own shops)>2 players have been kidnapped by a band of centaurs and need to rescued>2 factions that can be potentially allies>One boss that have appeared a few times and is generating curiosity>A few general objectives/goals>Currently building a permanent camp (50% done, requires players to post on Discord to help, each post = 6%)Previous threads:>https://archive.4plebs.org/tg/thread/97308471>https://archive.4plebs.org/tg/thread/97485934
Currently I'm working on / struggling a bit with a system to determine a DC for the players to spot a random mob encounterRight now, what I have is:>Each 2 hours I roll for a *general* random encounter>Some entries might generate a mob encounter>Mob encounters are essentially divided between "wild" and "sentient" (can be talked to)>For each I have a secondary roll to determine more, regarding behavior and situation ideasThe issue though, is that I'm having a hard time to determine whether the encounter is something my players notice from afar (100ft+), something close-by but with priority on initiative, or just get ambushed. I want to come up with a nice and easy to use system to stream line how far the players notice the mobs (might be influenced by biome/terrain)Right now my best idea is to set a Perception DC, and have the difference between the player's score and the DC be a factor of the distance (eg: 30ft + 10ft x difference). However it seems a bit clumsy right nowAny thoughts?How you guys handle this situation? I think part of the challenge is because on a hexcrawl+WM campaign, the players are as likely to be ambushed as they are to ambush whatever they find...
>>976554562024 dmg pages 33-38 on travel, check out 5eg OP if you don’t have the book. It has information for running how to detect enemies, weather, and encounter distance as well as giving you DCs for checks that you can alter for your game I don’t have info for your random encounter b/c I’m lazy
>>97655456When running Kingmaker (Pathfinder 1st Ed) y abandoned the indicated Random encounter reccomendations and used the followingEach zone would get a "cadency" encounter (a dice showing how many exploration hours would be between encounters). I'd roll around 10 in advance (wayyyy more than the 3 we would have at the most)I'd the encounter with the encounter tables for each biome (Plains, forest, riverside, mountins, etc). I'd roll the stealth for the involved creatures (and take note/tweak the encounters to make them more interesting).then, as they were exploring the corresponding hex, I'd choose one of the encounters and I'd already have the target perception and when to start rolling.Night encounters (during sleeping) were another thing on their own.Fun times ^_^
>>97655431I've been running a campaign in 5e that's exploration and hex-crawl focused, but in my own world and not really random. It's been a lot of fun and operates like a hex-crawl (including having hexes), but it isn't randomly generated as we play.I have honestly found 5e pretty cumbersome for it. It's what everyone wanted to play and I mostly don't care that much about system, so whatever. But combat is just such a fucking slog in 5e. There are good things about that: a dungeon only needs to be six rooms or so in order to fill up an entire session. So I can prep vast amounts of content pretty quick. But I feel like I'm having to give out absurd treasure and XP for what they're doing because, otherwise, we're not gonna hit level 7 until 2030 (they're up to level 4, at the moment).>>97655456I almost-always give the players a heads-up, usually from pretty far away as they travel. Like miles. Surprise 'em sometimes but, most of the time? Hell they're traveling. Why not give them the heads up and let them decide what to do? It produces good engagement between players, as they bicker about whether to go charging after the goblins they see in the valley below, or try to sneak up on them, or take a different trail entirely. "Monster here, roll initiative" gets stale. Let the players flex their creativity and decide whether or not to even engage in a fight (they almost always will). Gives them a good chance to display some of their non-combat stuff, a little personality, and engage with each other instead of each of them just playing against you.
>>97655670>2024 dmg pages 33-38 on travel, check out 5eg OP if you don’t have the bookThanks! I'm running 2014 for context, but I will check that resource nonetheless, se if there's anything useful in there. The more I can use from existing sources, the better!>>97655692>and take note/tweak the encounters to make them more interestingChallenge here is that its all random + player choice, I have no idea whether players are going to a jungle or to a hill, or whatever. So I'm looking for resources that can help me come up with interesting interactions on the spotI feel like overall, making a few pre-planned encounters for each environment (3 would suffice, 5~6 to be safe) would probably be a great idea and work better/more smooth than what I have. However, I'm greatly enjoy the aspect of it being fully random because even I get surprised about the things that come up. In that regard, sometimes I as DM make system decisions that are not better or more efficient... but are simply more fun for me>Each zone would get a "cadency" encounterI don't have a cadency encounter, because I roll for each 2h of travel. Note that this roll includes a lot of things other than mobs (such as terrain features and things like that). Nevertheless, each region gets a "familiarity" score which means that the more a region is explored, the less likely it is for things to happen there (allowing players to go further each session)>Night encounters (during sleeping) were another thing on their ownRight now I'm doing the same rolls, but applying a rate of one roll per 4h of rest (instead of once per 2h of travel). This would be the same as if they were just waiting somewhere. Then the roll itself, I roll my entire table, and ignore everything that is not monsters
>>97655843>my own worldHistorically I've always run tables in my own world as well. Been doing it for about 20 years, even wrote 2 full-length novels based on it>isn't randomly generated as we playBut I decided to give random play a try and I'm having a blast! As a DM, its interesting and exciting to not know what players will find, and makes me excited for each session because I too want to find out more. It's a totally different style of play, but I'm very happy that I decided to give it a try>5e pretty cumbersome>combat is just such a fucking slogYes, 100% agree to both. Choosing DnD was also a player-oriented decision to me, and though I try to optimize combat as much as I can, it does take forever indeed. One thing though that has been helping me in that regard is:>I always run turn orders in table/seat order (pic related)>At start of combat, everyone rolls initiative>However rolls higher than me goes before me>Sometimes, low initiatives might go first too because they are sitting next to people with high initiative>I don't care as long as it get things moved>Surprise 'em sometimes but, most of the time?Yes, I agree. I like to mix them up, but I find both ways equally engaging. Usually when they see things from afar, I give them the decision to move around it or face it. But overall, the way I run my campaign greatly encourage not fighting useless fights (however, sometimes they might also see sometime of interesting around the mobs)So what I want is a system that can help me dictate the odds of being a surprise/ambush, vs something seen from afar. I do agree though that the "ambush let's roll initiative" approach should be a minority of the cases>"Monster here, roll initiative" gets staleThough I use initiative rolls ALL the time, even when it isn't combat. I typically follow it with "this is not necessarily a combat yet", and often players are reluctant to attack before seeing what the mobs do
>>97655843>>97655924This is btw how the randomly-generated map is looking as of last session (yesterday). All names are chosen by players, and we are in process of creating a permanent encampment on the river north of that boat (players arrived in this undiscovered land on that boat)Since its all randomly-generated and taken by fog of war, just finding out about a new hex is already quite exciting
>>97655931Sounds rad and fun. I get the appeal of the random world.
>>97655843>I feel like I'm having to give out absurd treasure and XP for what they're doing because, otherwise, we're not gonna hit level 7 until 2030Forgot to reply to this!Treasure seems to be 100% based on what the DM want, whether it want a campaign rich and abundant in loot and gritty where every gold coin found matters. So far, my campaign has been the latter - I've introduced mechanics/entries on tables for treasure but they are hard to find (so far in 12 sessions, only once they found a treasure worth of note)XP, on the other hand, is something we need to be more mindful. I feel like a good progression is required. Generally as a DM I usually go for:>Level 1 -> 2 , I plan to take 1~2 sessions>Level 2 -> 3, I plan to take 2~3 sessions>Level 3 - > 4, I plan to take 3~4 sessions>(...)On this West Marches campaign, I'm having players start at level 3, and I'm usually giving out 600~800 experience a session, which means they get to level 4 after 3 sessions. I feel like that's a good rate. After that, it's going to take increasingly more, but I will eventually bump the experience rate of thingsHowever, if your campaign is hexcrawl but not WM (thus with a fixed party), then I would either go for a milestone system or calculate XP to simulate one, unless you want to use experience in a way to mold player behavior>>97655935It's being rad and fun!More importantly, I'm for a change not making player fun my 100% priority. While its still a huge focus and I definitely want all players to enjoy each session, I'm also giving myself (as DM) some priority
Bumping for now