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	<title>
	Comments on: Unearthed Arcana: Into the Wild Breakdown	</title>
	<atom:link href="https://www.tribality.com/2018/02/13/unearthed-arcana-wild-breakdown/feed/" rel="self" type="application/rss+xml" />
	<link>https://www.tribality.com/2018/02/13/unearthed-arcana-wild-breakdown/</link>
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		<title>
		By: Brandes Stoddard		</title>
		<link>https://www.tribality.com/2018/02/13/unearthed-arcana-wild-breakdown/#comment-4746</link>

		<dc:creator><![CDATA[Brandes Stoddard]]></dc:creator>
		<pubDate>Tue, 13 Feb 2018 16:36:00 +0000</pubDate>
		<guid isPermaLink="false">https://www.tribality.com/?p=23203#comment-4746</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://www.tribality.com/2018/02/13/unearthed-arcana-wild-breakdown/#comment-4741&quot;&gt;Manos Ti&lt;/a&gt;.

If travel isn&#039;t the story that you and the players at the table really want to tell, I don&#039;t think there&#039;s anything wrong with skipping most or all of it. I do like the suggestion that &lt;em&gt;Ken and Robin Talk About Stuff&lt;/em&gt; puts forward: ask each player to describe a situation in which they did something cool to save the party from danger along the way.

To my mind, the big issue is that there aren&#039;t any good tools in the system to extend consequences past 1-2 days of in-game time, without using Exhaustion that brings the journey to a complete halt. In theory, you could use Supplies as a fungible currency and source of consequences - but then one character with a decent Survival score or &lt;em&gt;goodberry&lt;/em&gt; can wipe most of that out basically for free (at worst, some cost in travel time).]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://www.tribality.com/2018/02/13/unearthed-arcana-wild-breakdown/#comment-4741">Manos Ti</a>.</p>
<p>If travel isn&#8217;t the story that you and the players at the table really want to tell, I don&#8217;t think there&#8217;s anything wrong with skipping most or all of it. I do like the suggestion that <em>Ken and Robin Talk About Stuff</em> puts forward: ask each player to describe a situation in which they did something cool to save the party from danger along the way.</p>
<p>To my mind, the big issue is that there aren&#8217;t any good tools in the system to extend consequences past 1-2 days of in-game time, without using Exhaustion that brings the journey to a complete halt. In theory, you could use Supplies as a fungible currency and source of consequences &#8211; but then one character with a decent Survival score or <em>goodberry</em> can wipe most of that out basically for free (at worst, some cost in travel time).</p>
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		<title>
		By: tribality		</title>
		<link>https://www.tribality.com/2018/02/13/unearthed-arcana-wild-breakdown/#comment-4743</link>

		<dc:creator><![CDATA[tribality]]></dc:creator>
		<pubDate>Tue, 13 Feb 2018 14:27:00 +0000</pubDate>
		<guid isPermaLink="false">https://www.tribality.com/?p=23203#comment-4743</guid>

					<description><![CDATA[Their example hits home. I actually ran an adventure to start my previous campaign exploring the Moon Hills looking for a beast called the Dark Drake from the Shadowfell. Did many of the checks in the example. 

This UA was something I was already mostly doing aobvious to me when the PCs are trying to find something in the wilderness]]></description>
			<content:encoded><![CDATA[<p>Their example hits home. I actually ran an adventure to start my previous campaign exploring the Moon Hills looking for a beast called the Dark Drake from the Shadowfell. Did many of the checks in the example. </p>
<p>This UA was something I was already mostly doing aobvious to me when the PCs are trying to find something in the wilderness</p>
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		<title>
		By: Manos Ti		</title>
		<link>https://www.tribality.com/2018/02/13/unearthed-arcana-wild-breakdown/#comment-4741</link>

		<dc:creator><![CDATA[Manos Ti]]></dc:creator>
		<pubDate>Tue, 13 Feb 2018 09:25:00 +0000</pubDate>
		<guid isPermaLink="false">https://www.tribality.com/?p=23203#comment-4741</guid>

					<description><![CDATA[Not bad as an effort to make travels matter. 

Personally, I&#039;ve tried to provide meaningful random encounters (not just the good-ol&#039; raging owlbear) plus the opportunity for the PCs to interact with each other and/or NPCs present. But I hate to admit, some of the travel time has been put to FFWD.]]></description>
			<content:encoded><![CDATA[<p>Not bad as an effort to make travels matter. </p>
<p>Personally, I&#8217;ve tried to provide meaningful random encounters (not just the good-ol&#8217; raging owlbear) plus the opportunity for the PCs to interact with each other and/or NPCs present. But I hate to admit, some of the travel time has been put to FFWD.</p>
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