I have some questions for some of the DMs here that are experienced in running a Wilderlands campaign.
In General, how do you manage the expansiveness and openness of the setting? I've read posts that say that with the box set, I can just plop the players down in a hex and let them wander. Ok, how *exactly* does that work?
Do you show the players the map? or do your describe where they are (winging a description), and have them say "we move north along the river" etc. Do the players keep their own map? How do *you* use the Campaign Hex system in *your* game sessions (if at all)? Do you keep records of where the PCs have been, and whip out the "zoomed in" map the next time they are there? Or is this just for special locales?
Encounters...are all/most of your encounters random? Thanks to Sgt. Hulka and Melan, I have some idea for how random encounters are generated. But are they all random with the DM ad-libbing meaning into them?
How much would you say you have to read and remember the hex descriptions? Or do your players wait patiently as you (re)read the hex description, check for random encounters, collect your thoughts on creating an ad-hoc storyline, and then announce the consequences of their decisions? I don't want to hand-wave all of the overland travel because then we'd miss all of the cool stuff along the way. But just rolling up an encounter on the MoAET, looking up the description in the MM (I'm a new DM , and don't know how to run all of the monsters) will take 5 minutes if I'm fast.
All of this is not obvious to me. I've been running a dungeon crawl with a lot of success, but because of the setting, most of it is planned out and I can internalize what's likely to happen / what's around the corner - not that the players don't try to do things I never anticipated, they do and it's cool when that happens. But my players are used to a fast-paced game. If they goof around too much (in character), I'll hit them with a monster or some other hazard.
I'm concerned that the more free form style of "running the boxed set" will slow the pace too much. But then, I'm excited by all of the possibilities, and I think it would be cool to let the players feel more like they're in the drivers seat.
Help! I could use some pointers on this from some the more Wilderlands-experienced DMs.
In General, how do you manage the expansiveness and openness of the setting? I've read posts that say that with the box set, I can just plop the players down in a hex and let them wander. Ok, how *exactly* does that work?
Do you show the players the map? or do your describe where they are (winging a description), and have them say "we move north along the river" etc. Do the players keep their own map? How do *you* use the Campaign Hex system in *your* game sessions (if at all)? Do you keep records of where the PCs have been, and whip out the "zoomed in" map the next time they are there? Or is this just for special locales?
Encounters...are all/most of your encounters random? Thanks to Sgt. Hulka and Melan, I have some idea for how random encounters are generated. But are they all random with the DM ad-libbing meaning into them?
How much would you say you have to read and remember the hex descriptions? Or do your players wait patiently as you (re)read the hex description, check for random encounters, collect your thoughts on creating an ad-hoc storyline, and then announce the consequences of their decisions? I don't want to hand-wave all of the overland travel because then we'd miss all of the cool stuff along the way. But just rolling up an encounter on the MoAET, looking up the description in the MM (I'm a new DM , and don't know how to run all of the monsters) will take 5 minutes if I'm fast.
All of this is not obvious to me. I've been running a dungeon crawl with a lot of success, but because of the setting, most of it is planned out and I can internalize what's likely to happen / what's around the corner - not that the players don't try to do things I never anticipated, they do and it's cool when that happens. But my players are used to a fast-paced game. If they goof around too much (in character), I'll hit them with a monster or some other hazard.
I'm concerned that the more free form style of "running the boxed set" will slow the pace too much. But then, I'm excited by all of the possibilities, and I think it would be cool to let the players feel more like they're in the drivers seat.
Help! I could use some pointers on this from some the more Wilderlands-experienced DMs.
