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<blockquote data-quote="Schmoe" data-source="post: 8219124" data-attributes="member: 913"><p>I was thinking about this a little more and had a question. First though, I'm really excited to see more attention paid to journeys and exploration. I've long felt that this is one of the most fun parts of the game, but it is often neglected in the rules or there are just some "travel" rules without really really considering how it plays out at the table. The idea for havens and long journeys is awesome, as well as some abstraction of supplies, explicit recognition of discoveries as a reward for exploration, etc.</p><p></p><p>So, my question. The rules we've seen so far imply that havens are hard to come by, are largely one of the pacing mechanisms of a journey or exploration, and are typically fairly stable. How does this play out with dungeon exploration, perhaps with a deep dungeon delve? Is the expectation that the GM will have some explicit havens somewhere in the dungeon for the players to find? Is there any provision for being able to create havens? What if, for example, the party has a 3-day travel into the untamed wilds, at the end of which is an undead-infested dungeon? Do the players just have to hope that by GM providence there is a haven nearby that they can find? Or can they be more proactive about making sure they'll have a base camp?</p></blockquote><p></p>
[QUOTE="Schmoe, post: 8219124, member: 913"] I was thinking about this a little more and had a question. First though, I'm really excited to see more attention paid to journeys and exploration. I've long felt that this is one of the most fun parts of the game, but it is often neglected in the rules or there are just some "travel" rules without really really considering how it plays out at the table. The idea for havens and long journeys is awesome, as well as some abstraction of supplies, explicit recognition of discoveries as a reward for exploration, etc. So, my question. The rules we've seen so far imply that havens are hard to come by, are largely one of the pacing mechanisms of a journey or exploration, and are typically fairly stable. How does this play out with dungeon exploration, perhaps with a deep dungeon delve? Is the expectation that the GM will have some explicit havens somewhere in the dungeon for the players to find? Is there any provision for being able to create havens? What if, for example, the party has a 3-day travel into the untamed wilds, at the end of which is an undead-infested dungeon? Do the players just have to hope that by GM providence there is a haven nearby that they can find? Or can they be more proactive about making sure they'll have a base camp? [/QUOTE]
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