Explorer Campaign
Ah my first rant.  Well ok it isn�t really a rant, at least in the normal complaint manner.  This is about a style of campaign that I recently discovered, the exploration campaign.
    The exploration campaign is one centered on an expedition into an unknown part of the world.  Unlike a normal hack and slash game the party has to deal with supplies, hordes of workers/bearers, and inclement weather.  While any of these factors can come up in a normal game, they rarely do.  Supplies are usually not kept track of since civilization is always a day away at worst, no one ever thinks about the weight of those 2000 gold pieces (about 40 pounds), and lastly the weather doesn�t come up unless the DM wants to steer the party in a direction (Ever notice how its always summer/late spring/early fall?  And it never rains except in downpours).
What I really like about this style of game is the excitement of discovery, the control over of one�s destiny, exotic monsters, and the trials and tribulations of managing a large expedition (Eric, if you ever read this, I forgive you for the 30 laborers you hired).  The second reason is one I�d like to talk more about.  Because the PCs are far from any authorities they have total control over their actions.  They are the representatives of their culture, the only real law in the area.  There are no meddling outsiders steering the group by hiring them to do suspicious acts or wars pushing the party around.  If they want to head out into the desert they can.  It may be because my characters so rarely have that freedom, but I find it very refreshing.
    From a DM standpoint the exploration campaign is nice because of its verisimilitude.  Danger will be encountered in any expedition.  The challenges of the environment, wild animals being given some new and unsuspecting prey, and the usual difficulties when two very different cultures come into contact.   Also there is a great deal of travel involved, probably with a great deal of time dealing with setting up camp, scouting, and hauling that giant copper disk out of the pyramid (and funeral services for the poor guy who was beneath it when it fell).  So you can avoid the situation of characters going form first to twelfth level in six months, while at the same time keeping the pace of the campaign brisk (ah the magic of game time).
    All of that said I still think a few things could be added to the games I�ve been in (I always do this, trying to think about how to improve things).  My main change would be in the solidarity of the group.  That is to say to make the expedition a little less cohesive.  It seems to me if an expedition has at least 20 members or so, the camp itself can be an adventure local.  Besides doppelganger infestations, there may be characters whose goals are different from the expedition leaders (the PCs).  Foreign spies, forces of religion, government officials, people on the run, or just larcenous scum could have attached themselves to the expedition.  Spies might want to make sure the nation or organization that sponsored this expedition doesn�t gain some unfair advantage.  The church usually wants to make sure any tithes due are taken care of as well as the big mission of spreading the faith.  The lords of the land want to expand their territory and make sure they get their proper due in taxes.  Those on the run may draw their problems along with them, while any number of rogues and scoundrels might leap at the chance to pocket valuable trinkets (I know I did).
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