wilderness
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Procedure as Move
Marcia just posted this, positing fuck procedures, just let the GM decide as hoc for more meaningful bespoke travel. This is cool, but right now I’m into player choice, so I propose: When the party travels, spend the day. travelling. The GM proposes a danger you will encounter, an opportunity you will miss, and a Continue reading
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Time bubbling
Timekeeping is important when you’re running multiple groups simultaneously in the same world. Doing this means you get to do half the preparation, and might get to re-use preparation on a second group. It’s pretty good GMing practice for people like me, who want to play a lot, but can’t find easy ways to play Continue reading
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Combining fast travel and pathcrawling
Honestly, if you thought I wasn’t going to come back to Advanced Fantasy Dungeons, you were being optimistic. Marcia’s Mosaic Worlds neatly matches with AFD’s counties, and then she wrote about Fast Travel using these counties, which provided me with impetus to trial an option where the words “watch” and “hex” are excised, when they Continue reading
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Pathcrawl revised!
I invented the pathcrawl yesterday, ten years after Daniel D. invented it, although I didn’t know that until this morning. Daniel’s is more complicated, which I don’t like, but captures some nuance which mine didn’t, which I do like. I’m gonna smush them together. Our basic tension is informed decision making versus freedom of movement. Continue reading
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Wilderness walls and halls: Streamlining hexcrawls
Joel wrote this, about why he doesn’t prefer hexcrawls. Joel’s got some sense, and it made me think about what I don’t like about hexcrawls. Namely: As anyone who has travelled in the wilderness will tell you, the wilderness has walls and hallways. The wilderness is a dungeon. You can’t just climb a mountain. Certainly Continue reading

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