The Monty Python “Run Away” yell is an extremely valid option.
I need a game with a worst wizard in my life.
Two changelings and a dragon… that’s pretty unique.
Is it an Eberron game or just happen to have access to those races?
@ftl This is, unfortunately, one of those times where “It depends” is actually the best answer. As the GM, you will have to look at what’s going on in the campaign, weigh what your party enjoys, and then find the best path forward. Sometimes you’ll have to look at how much time you have in a particular session and what the party is trying to accomplish and then add or skip random encounters accordingly.
The easy mode is to just have folks roll for each day of travel, or night at camp, or hex on the map. But overall the best way for those open exploration style parts of a campaign is to have a GM that looks at whats going on and tailors to it accordingly.
I’ve found its better to expand organically than to make a million hyper specific breakouts when starting off or even migrating, but there’s nothing stopping us from setting a Magazine up for it at anytime.
Typically it’s best to start off with a few, active, places for people to be and then break off side areas if one topic is hogging too much of the spotlight. One or two active places is more attractive to potential new users checking a place out than to have a dozen places that all only have a post or two each every other day or so.
Just my experience though.
5th edition has lots of adventures that start at level one and wrap up around 10 or 12 but I’ve been missing that higher-tier content as well in the official books. I understand that by that level of play, most GMs want to run their own stuff so those books likely don’t sell as often as Tier 1 content but I’ve always enjoyed reading through them for ideas and such. I too borrow a lot from 3rd and 4th and at times find myself missing tired adventures that linked together but could be run independently if needed.
Dang, could have really used this when I was running my last campaign.