1. Mattwandcow
    October 14, 2017 @ 1:21 pm

    There is a difference between being a “railroad” and a “linear Adventure.” This Idea of add your PoI adds linearity to the hex structure, which is kind of cool. It lets you plan things as a DM, like cool set pieces and sweet handouts and the like.

    Railroading only comes in if the players decide that they want to ignore your big plot and go explore off to the north and suddenly, everything they were told was in the south is right in front of their noses.

    I think you should have some random encounter tables as well, although they don’t have to be as complete as ToA’s. Just a d12 worth of things they might encounter in each biome gives the DM one more tool to make this pseudo hex crawl work.


    • Chris
      October 17, 2017 @ 7:55 am

      I probably will end up with some random encounter tables. At the moment I’m thinking that rather than a standard table of ‘wandering monsters’ I’ll make small encounter tables designed to work with each PoI, so once a hex is ‘uncovered’ there will be a specific encounter table for that hex. It’s still an early thought, though, and could well change the second I realise exactly how much work that will be!


  2. Terry Herc
    October 15, 2017 @ 1:06 am

    Cool concept. I feel like you may need to create a few different tracks for your railroad. So if they follow route A and then suddenly shift to another part of the island for some reason, they being to follow track B or C. This will improve the illusion of choice, while still holding to the (mostly) linear structure.

    I can imagine running into scenarios where the players are exploring a part of the map and the nearby elements make it unlikely or unbelievable that they find something. Being able to shift between tracks can give the GM some encounter flexibility.


    • Chris
      October 17, 2017 @ 8:00 am

      That makes a lot of sense, and I had considered it (though of course I didn’t mention that in this post). I’m still struggling with how to make this work without designing things that will never see play, and I worry that by building different ‘tracks’ there will come a point where a door closes on one of those tracks and the rest of that content will go unused. At the moment I’m playing around with different modular structures for it, though results haven’t been great so far.

      I’m definitely keeping your last point in mind though. At the moment I don’t have a solution, but once I start actually building small test maps and playtesting ideas it will get a lot easier to see what does and doesn’t work.


  3. Will
    October 15, 2017 @ 8:01 am

    Have you looked at how Perilous Wilds (a supplement to Dungeon World) handles dungeon design? It does something similar with generic room types and PoIs.


    • loottheroom
      October 15, 2017 @ 9:22 am

      I haven’t, but I will. Thanks for the tip.


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