Author Topic: Exploring the World #3: Camp and Survival Part 2

HobGoblin42

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#990 November 24, 2018, Saturday, 08:40 pm
 



The world of Argea is vast and full of wonders. While exploring the world map, your group of companions will travel through lush forests, climb magnificent mountain ranges, trek through arid deserts and treacherous swamps, and even sail to long forgotten isles. Your adventures will carry you far and wide, either on the soles of your feet or on horse’s back.

But travel is not an easy task: your adventurers will get tired, hungry, thirsty, and fed up with the monotony of the road during a long journey. Your wizard will have to rest to restore his magical power, your cleric will have to meditate upon his faith; and most of all, after a long day of traveling your entire party wants to take off their sweaty clothes and heavy armor, sit down around the campfire, enjoy a hearty meal and end the day with a game of dice or cards while listening to their musically skilled companion play his lute.

When you’re exhausted after days of travel but still far away from the nearest inn, when you’re lost in the freezing north and need to warm your cold limbs, when the heat of the desert makes you want to wait until nightfall to continue – you set up camp and allow your party to have some well-deserved rest. A campsite can be put up anywhere in the wilderness, but not every location offers the same comforts.



Aside from the elementary feature of resting to recover spells and heal wounds, in Realms Beyond your party members will be able to use the camping time to cook and eat, chat and play games to relax, go hunting and fishing, forage for berries, mushrooms and herbs, treat their wounds, craft potions or identify items, scribe scrolls, and even make music around the campfire. The chances of a successful hunt or finding ingredients in the wilderness depend on the environment, however – you won’t find many plants in the desert, and wildlife is more abundant in woodlands than on the plains.



Camping isn’t without its dangers, either. Hostile groups or natural predators might assault your camp while you sleep, and if you are ill-prepared for the weather, your characters might catch a cold or worse. But camping in the hostile wilderness is a necessary risk to take, because the longer you travel the more it tires out your characters and the more it consumes your adventuring supplies. Eventually, your party will become exhausted, your supplies will run out and you’ll risk starvation and dehydration. Camping lets you rest and take some time to gather food and water from your surroundings.



In order to make your camp a little safer and more comfortable, you can stock up on camping equipment in town before you set out into the wilderness. A kettle for cooking, blankets to keep you warm while you sleep, a boardgame and a musical instrument to serve as entertainment. Camping in Realms Beyond is a game of resource management: you have to weigh the dangers of resting in an unknown area (and risking an ambush, or worse) against the downsides of forcing your party to press on. It adds just one more issue to the list of things you will need to consider before leaving town and setting off to unknown territory.

The equipment and supplies you need to bring with you largely depend on the area you want to journey through. Proper footwear, warm cloaks and a couple of blankets are almost a necessity in the frozen wilderness of the north, and taking additional firewood along isn’t a bad idea, either. In the desert, you should take a few additional waterskins along, as water is scarce and the heat is parching. When and where to rest is always an important decision, too: in the desert, it might make more sense to rest during the day and travel during the night, when it is cooler. If your party is already tired but you know there’s a river a few miles ahead that would be perfect for fishing, it might make sense to press on to get a reliable opportunity to stock up your supplies.

Sometimes, however, you might also wish to rest while you’re exploring a dungeon. Your casters have spent all their magical energy and have no spell slots left, your fighters are wounded and you doubt you could make it through another fight. But resting in a hallway patrolled by monsters isn’t the best idea. Within dungeons, you can only rest at pre-determined resting spots placed in sensible locations by our level designers. These work in a similar way to Dark Sun: Shattered Lands and Knights of the Chalice. Some dungeons might not offer you a resting spot at all, forcing you to carefully manage your limited resources until you get through them. Others might offer you a resting spot close to the entrance, so you can rest before every encounter. This system of resting in dungeons allows us to craft varied and diverse dungeon experiences that all play differently.

 
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kanisatha

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#994 November 24, 2018, Saturday, 09:31 pm
I have a question about this camping system, which btw I love as a game mechanic. So for those individuals who have been assigned to fishing, hunting, cooking, playing music, etc., do they not get any rest at all?

HobGoblin42

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#997 November 24, 2018, Saturday, 09:58 pm
So for those individuals who have been assigned to fishing, hunting, cooking, playing music, etc., do they not get any rest at all?

For this particular shift they don't rest while performing those tasks. But as soon as they finished their tasks (usually 2 hours for hunting/fishing, 30 mins for cooking, etc.), they automatically switch to resting for the remaining time. But that's under your control since you can always assign new tasks before "fast forwarding" the world time.

Pathfinder

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#998 November 24, 2018, Saturday, 10:43 pm
I wonder, can you use magic (or catrops/traps/familiar/pet/exotic animal like mammoth/ your animal companion) in your "guard duty".
Let it be some spell to alarm or just old simple summon/animate spell with long enough time while rest of your party sleep?
"Road to the man's heart go through the chest"

Grammarsalad

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#1008 November 25, 2018, Sunday, 05:26 pm
Also, will skills come into play? It makes sense that characters with high perception would make better guards and characters with high performance would be more entertaining (increasing sanity?) Etc

kanisatha

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#1013 November 26, 2018, Monday, 02:33 am
So for those individuals who have been assigned to fishing, hunting, cooking, playing music, etc., do they not get any rest at all?

For this particular shift they don't rest while performing those tasks. But as soon as they finished their tasks (usually 2 hours for hunting/fishing, 30 mins for cooking, etc.), they automatically switch to resting for the remaining time. But that's under your control since you can always assign new tasks before "fast forwarding" the world time.
That's perfect. Thanks!

kanisatha

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#1014 November 26, 2018, Monday, 02:35 am
I wonder, can you use magic (or catrops/traps/familiar/pet/exotic animal like mammoth/ your animal companion) in your "guard duty".
Let it be some spell to alarm or just old simple summon/animate spell with long enough time while rest of your party sleep?
In my PnP D&D games many years ago I used to always cast the spell 'Alarm' when we camped. Saved our party on many an occasion. :)

HobGoblin42

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#1021 November 26, 2018, Monday, 03:17 pm
In my PnP D&D games many years ago I used to always cast the spell 'Alarm' when we camped. Saved our party on many an occasion. :)

That's another great example how existing 3.5e elements such as the Alarm spell can be integrated into traditional computer game mechanisms.
Whenever a new gameplay element needs to be designed, we always look for existing rules/solutions in the SRD first.
Last edited: November 26, 2018, Monday, 03:20 pm by HobGoblin42

HobGoblin42

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#1022 November 26, 2018, Monday, 03:20 pm
Also, will skills come into play? It makes sense that characters with high perception would make better guards and characters with high performance would be more entertaining (increasing sanity?) Etc

Yes, for every gameplay element, we always try to involve character attributes and skills as much as possible.

Rizzo

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#1060 December 04, 2018, Tuesday, 01:28 pm
Hello,

I love the prospect of more in-depth camping-screen (maybe items that give bonuses also?).

One thing that bothers me is:
Are the hunger and thrist bars going to go "down = better" (since less hunger and thrist are better).
I would think it is more intuitive to keep all the bars in the same direction (full = good).
Maybe rename hunger/thist to food/water?

BR,
Rizzo

nichttuntun

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#1099 December 28, 2018, Friday, 01:45 pm
Hi. I also got a question, inspired by the game Pathfinder-Kingmaker experience I had recently.

The above mentioned game has great potential and some parts of story telling are very nicely woven together to create the impression of a whole, big evolving world where actions matter. But in the end - due to the technical side of the game - it all feels put together by 100 different elements which in conclusion for me breaks the game immersion. The problem there is that most of the environmental cards are very small and there is seldom room for a real exploration and interesting interactive elements are rare. It feels more like playing a short episode of a certain books side. This is one reason the storytelling and the immersion feels torn in many little brittles for me and I really miss the feel of a homogenetic whole experience.

Can you already tell a bit how the player will be able to approach your gaming world. Will there be huge maps in majority to imply the feel to explore a complete and seamless world? That would be awesome because after playing through the first chapters of Baldurs Gate 2 I also felt that the rest of the game just was clued together by more or less incoherent elements (ideas and maps (although those maps were cool for themselves)) which destroyed impression of a "whole" world for me. The elements just were too different to fit into that concept.

Would be happy if your game could transmit an coherent open-world feeling as far as possible where players really got the impression of deep exploration on B I G maps :)

Thank you in advance.
Last edited: December 28, 2018, Friday, 01:51 pm by nichttuntun

Archmage

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#1169 January 12, 2019, Saturday, 08:31 pm
Are we allowed to buy a pack mule, packhorse etc. ?

HobGoblin42

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#1179 January 13, 2019, Sunday, 11:03 pm
One thing that bothers me is:
Are the hunger and thrist bars going to go "down = better" (since less hunger and thrist are better).
I would think it is more intuitive to keep all the bars in the same direction (full = good).
Yes, we have the same headache with those inconsistencies but until now, we haven't found the perfect solution. We'll try to improve it in the next iteration of the user interface.

HobGoblin42

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#1180 January 13, 2019, Sunday, 11:03 pm
Are we allowed to buy a pack mule, packhorse etc. ?
Yes, there will be mounts for transport as well as vehicles.

Woozy-Wizard

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#1182 January 14, 2019, Monday, 01:46 pm
Are we allowed to buy a pack mule, packhorse etc. ?
Yes, there will be mounts for transport as well as vehicles.
This reminds me of Paladin's "special mount" or a fighter going the path of a knight using a horse and lance old school style.  Are you hinting that may be a possibility during outdoor combat?