Thanks. I can expand on it a bit.
Unless the war is an important element of the story, then it's useless filler that can result in plot holes. Make it peace time, and that way factions can pursue other, less important interests. It also opens non-war related story hooks.
Being afraid of wizards made sense when a singe level 1 charm spell could turn someone into a lackey for life. In modern DnD, it makes someone more amicable for an hour, and they know you've done it after the fact. Also, do you mean to tell me that someone with 18 int is too stupid to shave his beard and take off his pointy hat?
The gnoll knowledge broker is a cool concept however.
Thanks. It works well for a number of reasons. Especially for getting an open world campaign unstuck, and the players have to choose to use his services.
Do the teleporters make minutes, hours, or days' worth of difference for travel time? If it's days, then that's a lot of time to leave a dungeon unattended for new monsters to restock and intelligent enemies to prepare for the next attack. But at the same time, I can understand not wanting to stall out a dungeon so it ends up giving too much EXP and taking too much time. If encounters aren't on your side, then all there is to save is time, so unless you make time a big factor in adventures it does wind up being flavour text.
I'll clarify the issue. I'm trying to keep travel, especially overland travel, fun, meaningful, and consistent, because so far it's not.
Abomination Vaults (my current campaign) doesn't have overland travel, but it is a megadungeon. It has a teleporter hidden on every floor, as well as other shortcuts. I started running into travel problems when PCs were so high level none of the enemies on the higher floors could even touch them. Travel became a boring real-time sink, so I truncated it and truncated it until now I just skip to the most recent teleporter they unlocked and go from there, since they their MO is >shortcut to high floor with an unlocked teleporter >teleport to lowest portal.
A few old/old style modules like Valley of the Manticore, Castle Silveraxe, Barrowmaze, and Keep on the Boarderlands all have the same general format. I'll use Keep since it's well known. You have the keep which is safe. You have the road to the caves. There isn't much that's a threat on the roads, and PCs will only leave the road when there's reason to do so. The PCs make this trip twice every session. After a few levels d4 goblins isn't going to do shit.
If the shortcut involves going through a dungeon that repopulates every week, do I have fight the same low level encounters over and over again?
I assumed I was messing up, but it sounds like wilderness survival and overland travel has never been "fun", so maybe I'm doing it right after all.
A seperate, but related issue is handling 6 mile hexes, because modules differ. Sometimes there's
an landmark like a statue or fountain, which is a pretty small detail to find in a 6 mile area. Other times there are multiple towns and factions and pathways and encounters all within a single hex. I have no idea of how to handle it consistently. Or do I go meta and make it clear these dense hexes are important and the rest is just filler?