Point of Interest Exploration
A differing methodology from it's brother the hex crawl, point to point exploration is the one of the most simplistic travel methods during a tabletop roleplaying campaign. Operating on a list of assumptions from the map material, travel between points is quickened or hastened. There is either nothing, or nothing of interest between one point and another on a map, and so nothing is described between the points. The following assumptions are assumed during point-to-point exploration models:
To those with a keen attention to detail who have already reviewed connections in the Nebula, you may have noticed that this is essentially how this operates within the setting. Connections between shards are artificially and spontaenously created by forces inside of the Nebula and involve maintaining and securing aetherial bonds between realms. Whether through random collision or planned caravanning and patrolling, the dreamscape between worlds can be almost tamed into a relatively safe passageway between worlds
Inside the fiction of the Nebula and outside of it, this can be interpreted as a point map or constellation map. In expeditions , game masters do not need to alot time or resources to describing routes that use secure connections. They simply take resources and time to cross, without need for random encounter or hazard management. Investment has already occurred to make the route a secure place to freely transport logistics, travel and trade along.
Due to the chaotic nature of the Nebula's aether- shifting and rolling in extraplanar space these constellation maps of connected shards are the only maps one can make with any degree of accuracy. Shifting longer and shorter with the tides of aether, distance is a complicated variable that is made simplified with routine maintainence of connections. Exploration in the Aether is made valuable also for this reason, the pathfinders who set out in front of adventurers can find new realms, as the route that may bring you from your own realm is unexplored, unsecured and dangerous.
- All of the points of interest are known to the player, with a generalized idea of what is at an area either a description of a small depiction on a map.
- The only routes that exist are the lines between the points. These are safe routes, they are exclusive routes (typically through the act of funneling).
- The nodal structure may be known to the player, but not necessarily to the character, as it is an abstraction.
Point of Interest Exploration in Nebula
To those with a keen attention to detail who have already reviewed connections in the Nebula, you may have noticed that this is essentially how this operates within the setting. Connections between shards are artificially and spontaenously created by forces inside of the Nebula and involve maintaining and securing aetherial bonds between realms. Whether through random collision or planned caravanning and patrolling, the dreamscape between worlds can be almost tamed into a relatively safe passageway between worlds
Inside the fiction of the Nebula and outside of it, this can be interpreted as a point map or constellation map. In expeditions , game masters do not need to alot time or resources to describing routes that use secure connections. They simply take resources and time to cross, without need for random encounter or hazard management. Investment has already occurred to make the route a secure place to freely transport logistics, travel and trade along.
Due to the chaotic nature of the Nebula's aether- shifting and rolling in extraplanar space these constellation maps of connected shards are the only maps one can make with any degree of accuracy. Shifting longer and shorter with the tides of aether, distance is a complicated variable that is made simplified with routine maintainence of connections. Exploration in the Aether is made valuable also for this reason, the pathfinders who set out in front of adventurers can find new realms, as the route that may bring you from your own realm is unexplored, unsecured and dangerous.
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