The Western Borderlands
The game will be focused on exploration, tomb-raiding, dungeon delving, and so forth. Please keep the following things in mind:
- Please show up ready to play. We don’t get to meet often, so I want as much of our sessions spend playing and not preparing as possible. You can use Facebook for downtime/maintenance questions (shopping, etc.)
- Mapping will be important. Players will start with a general idea of the lay of the land near the campaign starting area, but will need to discover everything else themselves. Bring your hex and graph paper.
- Similar to old editions of D&D, the wilderness is not a safe place. Creatures encountered while trekking overland may be wildly more or less powerful than the party. You remember how to run away, right?
- The players will need to map dungeons themselves. I am trying to keep this in mind while designing dungeons and not make them so tricky as to completely fluster the mappers.
- Since the world will be mostly open, the players will need to indicate where they plan on going or investigating next (in general terms at least) so I can focus preparations on there. If the players spend the tail end of a session talking about the mysterious ghost-wizard in the abandoned castle, then decide to wander off into the desert when they show up next session… It may not be an interesting session if I haven’t actually finished that area yet.
- I don’t yet know how I’ll handle character death. I’m leaning most heavily towards the next PC starting with half the XP of the dead one. In D&D terms, this means they’ll usually be one level lower.
- I don’t have all the 5e books so I’m using my AD&D 1e books a lot as a reference/inspiration.
- This also means that every encounter may not be winnable, if only through my inexperience with 5e balance. Play smart, live smart, shop S-mart.