tag:blogger.com,1999:blog-4353391426294254427.post1448588684771947266..comments2024-03-25T22:48:31.750-04:00Comments on Dreams in the Lich House: Ride into the Danger ZonesJohnhttp://www.blogger.com/profile/18031181424520125213noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-4353391426294254427.post-52728736390303491342011-04-07T06:21:48.348-04:002011-04-07T06:21:48.348-04:00GJ with the danger colour gradients. One of those ...GJ with the danger colour gradients. One of those "wish I'd thought of that" ideas.<br /><br /><i>It's a little harder to structure the level of danger in the wilderness in the same way that dungeon level corresponds to encounter level.</i><br /><br />BECMI had an implicit Wilderness scaling system written in. IIRC anything within [foo] hexes of a city was "civilised" (rare monster encounters, lotsa merchants, patrols, etc.), and anything within [1/2 foo] hexes of a civilised or castle hex was "borderland" (reduced likelihood of monster encounters). Anything beyond that was the 'anything goes' craziness of the wilderness. <br /><br />Things like megadungeons, evil overlord lairs and local conditions (portal to the abyss/plane of fire) broke up this seemingly harmonious regularly...Chrishttps://www.blogger.com/profile/04072272223837426211noreply@blogger.comtag:blogger.com,1999:blog-4353391426294254427.post-35283298163543799642011-04-07T04:09:05.239-04:002011-04-07T04:09:05.239-04:00I simply love this idea! Great thought!I simply love this idea! Great thought!Omer Golan-Joelhttps://www.blogger.com/profile/09242085820257230639noreply@blogger.com