Hello everyone!
I’ll try to get my thought on paper the shortest way i can. ^^
In ICrpg, we are thinking in “rooms”. That is one of the key element of that ttrpg and the concept of it is well explain in the book but basically the player enter in a space and have the survive the challenge(s) that prevent them to go out of that room and get to the next one.
So… The origin story. ^^
I was playing the first book of the campaign Kingmaker Pathfinder, where the players have as objectives to free a region from bandits, protect a commercial outpost in that region and explore it entirely to map it. The map of the region is divided in hexagons and, in every hexagon, there is something for the players to discover or fight, basically challenges.
Well it appeared to me that the hex map of the region and the objective(s) given to the player to achieve is A ROOM where you can find multiple other rooms in it. There is even a TIMER in it: if the players take too much time to get rid of the bandits (or most of it) the bandits will react brutally and violently, destroying what the player are protecting in the region.
Only the target is a bit tricky to establish but it can still inform about the global difficulty the players will encounter in the region.
Here it is, the concept of “worldmap room” with timer, threat and treat and everything ICrpg. With that concept it is possible to translate Kingmaker to ICrpg quiet easily.
I think it is a good concept because it allows me to come up with a single room where all the other rooms will take place and create a more “open world/exploration” ttrpg.
Thank you for reading it entirely, i hope it make sense and sorry if i do make some language mistakes, English is not my mother tongue. Don’t hesitate to ask me questions about it if you what me to clarify. ^^
If @Runehammer has already thought about it, i’d like to hear his insights about the “worldmap room” archetype i came up with. ^^