I dunno, they went out of the stress of the pandemic and into the stress of War in Europe, the return of Interstate Anarchy, etc. Nobody has dealt with this kind of world in 80 years, and most people are ill prepared to deal with it emotionally, but the Germans may have a better collective memory of what it all is likely to mean. I'm certainly having my own fatalistic, "why bother" moments ATM, and its taking a lot of discipline to stay on task and plan past the next few months.What's alarming is that the usually quite forthright and meticulously punctual Germans started pulling this shit after the pandemic as well, which, I don't even know what this means anymore.
Bluesky was a very pleasant haven for a while, hopefully it won't change too much now that it is open to all comers.Yep. If only the Internet could go back to being the greatest gift humanity has ever granted itself instead of this blasted hellscape of hatred and loneliness. Books like "Infomocracy" (fucking READ this book!) and "The Walkaway" were giving me hope for a post-scarcity society, but then The Upload (Season 3 out now on Amazon!) absolutely stomped on that (charmingly).
anyhoo
See, if I was in your game I would hire someone to do the mining for me, and hire someone to supervise them. Which gives the opportunity to have a mini domain game, with claim jumpers, bandits, etc. But I expect, being a 3.PF game, there isn't a lot of hiring henchmen or men at arms (stat blocks being what they are) - if so, they probably aren't in the habit of thinking that way.There's tons on how to render your Sandbox meaningful. Anyone seen anything on meaningful Looting? You're supposed to do a ton of it pay gp for XP, I thought that would motivate people to turn over every stone and regard large (like more than one building) abandoned ruins as absolute gold mines. But that's exactly it. The players are looking at looting as a mine that has to be laboriously mined and they don't want to do it.
I tried to spice it up with Encounters and plenty of Features to be discovered. But as I've said, I hate running random encounters because I find them tedious. They hate them because of the resource cost, so they're trying to get where they're going without lingering, and as a result, missing all the fun Features they could be unnearthing with their loot.
My answer was to drop in an Archive and a Map Room that allowed them to dig up some hooks to the more prominent Features, but I'm not going to be able to get away with that conceit all the time.
See, if I was in your game I would hire someone to do the mining for me, and hire someone to supervise them.
You might try stocking the random encounter tables with creatures that are simple to run and/or relatively easy to defeat
Why did you like it? Was it just because it was better aligned with you political/social values, or something else?Bluesky was a very pleasant haven for a while, hopefully it won't change too much now that it is open to all comers.
@The1True It sounds like everything is working to me. What's your concern?
Which has me leaning more and more towards Sandboxes. But it can be a lot of content to create if you want it to be meaningful. (And is also extremely dissatisfying to consumers unless you're prepared to detail every feature on your map). I'm working off of short notes on what's in each Hex and I can often wing it til the end of session and then polish something up for the next, but a week isn't much time for a working person, and more often than not you end up dropping in a Dyson map with maybe some well thought out encounters, but it's unlikely that you'll come up with any truly meaningful interactive traps or tricks or items. The players end up feeling empty when they come away from these experiences. It's the TTRPG equivalent of CRPG grinding.
Also, these sandboxes are a BITCH for playtesting, lol. My guys veared off the Irradiated Paradox test to investigate the Tomb City of the Reptile Kings (due to a throwaway reference I added for flavour while the bard was doing research at the Pantheon Library) which has turned into a gloriously fun, year-long mess of totally unpublishable material.![]()
I want greedy looting to be the primary motivation for exploration of the ruined city in my fantasy heartbreaker campaign. I've been testing out the mechanics in this Tomb City, and the response has been underwhelming. I had to give them a bead on some big scores, which is fine, I'm sure I can rework that conceit, but I was hoping they would industrialize their greed a bit.
Reflecting on it. The grinding is fine in a CRPG, but sucks when you're enjoying time with your group. I want to keep it as a central motivation (like all the rival NPC's are doing it so, of the many things they might choose to do, this is always there as option 1 for things we can do today), but greatly simplify the mechanics and push it to the background like sleeping, eating and finding shelter. Like, you set out to rummage through this neighbourhood today, and here are some meaningful things that you see and that happen while you do that or instead of you doing that.
Like 3 factions are trying to get enough loot to help build their rocketship to get off the planet first...one of the factions hires the PCs...or encourage a cleric to build a temple...the focus will be on a goal, rather than just loot.
Yeah.....heh...that's why it's taking forever to wrap up Vermilion and Coppercore. Playtesting....it's amazing how one little word or phrase or title and suddenly the PCs want to go check it out, which then expands the sandbox
Malrex! How's your latest irl hex crawl going? (Or has that yet to begin?)
yes sir. It was an amazing trip. I feel pretty blessed to be able to go.Patagonia --- as in South America?!? Amazing.
Fewer assholes, more control over your feed. I'm all for the marketplace of ideas, but a marketplace lets you avoid stores you aren't interested in, and kicks out merchants who are abusive or bad for business. Like, it isn't a breach of free speech for a shopping mall to refuse to rent space for a NAMBLA kink outlet. Whereas Twitter lets the merchants set up a booth in your kitchen and yell at you.Why did you like it? Was it just because it was better aligned with you political/social values, or something else?
Yeah, its always a balancing act. Maybe your hidden stuff needs to be more lucrative? I dunno, I can never get the balance right either.Now a cautiously traveling/exploring party can avoid attrition, but as a result, they end up moving on a lot of the time before fully investigating an area. Also, they ended up avoiding a number of easter egg Encounters.
That works too.Treasure for XP is usually a easy motivation. But at my table, my players or when Im a player, we all have our own motivations that we find a lot cooler or fun than just treasure. So in order to tweak it...you need to change the motivation for treasure. If they don't care about XP gain...then make it a in-game motivation. Like 3 factions are trying to get enough loot to help build their rocketship to get off the planet first...one of the factions hires the PCs...or encourage a cleric to build a temple...the focus will be on a goal, rather than just loot.
I can see why random encounters would be a slog in 3.PF. I know in my 4e game I greatly simplify them in comparison to set pieces, so they run pretty quickly. You might try stocking the random encounter tables with creatures that are simple to run and/or relatively easy to defeat - even if they only get a couple of hits in, they are still attritting HP. Or make the odd one really interesting, so they don't feel like a random encounter.