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TRDG wrote:
One thing I have some concern about is what is everyone doing on the hex's that have nothing in them? Are you adding random or environmental Hazzards chance per hex or using GEM and their charts or doing something else?

I've been pre-planning encounters and environmental hazards for the different biome types. I prep a a couple encounters for each biome they are likely to explore, which has just been forest and plains so far. Some hexes I dont plan anything other than "this is fertile farm land and would be a great place for a resource node." Other hexes have random encounters or challenges (How do you plan to cross this river?). I've also put in a few higher CR encounters that are obvious and intimidating, and the PCs have chosen to stay away from them so far. Weather has also been a fun factor (normally this hill wouldn't be a problem, but recent rain has made it difficult to climb. Do you want to try crossing it, or go around and cost you another day?).


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TRDG wrote:
Ended it when they got the 2 different calls for help at the Silo and then the Power plant. Naturally they wanted to split the team, just like in my other Player game, but in the end they choose wisely after refusing to hear their sponsor rep badger them not to risk the Admin team piece meal, LOL

My party ignored the warnings and split. I went with it, and the decision nearly got two of them killed by the joltvines at the powerplant. They realized they were outmatched and retreated, and had put in a call to the rest of the party to help. Since then I've dangled the carrot for a party split a couple times, but they've been very adamant to never split the party again lol. Lesson learned.


Demon Knight1434 wrote:
Question im reading and trying to re read this thing but first thing i notice right away ...How do PC's Earn Cash or UPBS sure some ....weird things happen to give pc's items but like ......What is it that can be done to get Cash Into the PC's Hands easier am i overlooking something?

Our campaign is on its third game month. I rationed a certain amount of supplies to the PCs in the beginning, and for now they've been relying more on survival and crafting to get by. Their credits have remaind stagnant, though they are awaiting payment from their patron, AbadarCorp, for a discovery they made. Outside of story rewards, I plan to let them sell back excess RU to AbadarCorp if they need supplies in a pinch. I also plan to let them set up trade with nearby charters, which could be a source of income for them in the future. As their economy grows they may recieve a paycheck for their work as charter administrators. For now though, its assumed that everyone in the charter (including them) is strapped for resources and still rationing, especially since their expansion and project strategy has left them with barely enough RU to pay upkeep.


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For food, I think it is assumed that there is food production and food is available. If you don't have enough resource units to pay upkeep, you risk unrest and can lose one of your hexes. From what I can tell, resource units represent anything your charter needs to survive and grow, including both raw materials for building and upkeep, as well as food and water.

For items, I also thought the maximum item level was a little odd. It doesn't explain it at all. I assume that it's the maximum item level available for purchase in your settlement. It doesn't give a way to increase it, but in this first book (which takes you to level 3) you shouldn't need to increase it. That would be in line with the core rule book, which says most settlements don't carry items more than one level above the character level. I'm interested to see if the second book addresses it further.


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The book says very little about pacing, but it does give a few clues. Namely, it outlines XP and character advancement.

In order to develop their charter, PCs will need to explore the map. As they explore the map, they'll trigger events, gain XP, and level up. The development of their charter should naturally coincide with their character advancement, since they'll basically need to explore to do both.

The book says that you should start part three after PCs have "explored a good portion of the map" and are second level. They should also reach third level upon completion of part three. With that in mind, I think they'll need to complete at least half of the events and charter areas outlined in the book in order to stay on track.

As far as going too far, there's a blurb on page 24 titled "A Sandbox Experience" that addresses it. Basically, if they complete all the events and gain too much experience, you may need to just adjust for it later on. "Concluding the adventure" also mentions that after completing part three, the PCs will likely have more map to explore. Neither section seems to think that over-advancement is a major concern, so I wouldn't overthink it either.

If your looking for a number, I would guess that it should take 6-12 months to complete this book. But keep in mind that its a sandbox, and depending on your group it could vary quite a bit.