Anything that makes the party camp more engaging from a gamplay perspective would be welcome. Every time I rest I try to check out the perimeter of the camp just to see if there is anything there.
I wish the party could "make camp" in an actual location, or that the mini-area of the Camp might change depending on which region of the larger map you decided to pitch up your tent.
The main camp could basically be always organized the same way, a clearing with a fire, some tents and bedrolls etc, but have the surrounding environment change depending on where you are.
Maybe down by the river its a marshland vibe or beach head with waterfowl or fishing. In the forest its a forest type hunt. Mountain pass some rocky outrop or caves with eyries and eggs to steal lol. There are a lot of ways they could add in small elements to make skills or backgrounds more interesting at Camp.
I don't think you should be able to pitch a camp in the middle of a dungeon or along a toll road, just like you can't pitch a camp in the middle of a town or city, without pissing off the local law or getting ejected before you can long rest it out. Stuff like that should be built into the camp dynamic as well.
Like if you don't have camp already pitched nearby, you should only be able to shelter, which should feel different than being at Camp. i.e. just bedrolls and the party you have with you, maybe with a chance of an encounter or combat or something. Sleeping at an Inn should also be different than sleeping at camp, again with only the party involved. The decision of whether or not to light a fire should also be something the PC decides when trying to shelter. In some cases maybe it draws attention or enemies, in others maybe it keeps them at bay. That would be cool.
Campfires too. Lighting torches is not an interesting gameplay mechanic for me (I wish they would just auto light on equip), but choosing whether to make a fire while sheltering might be an interesting choice with some gameplay consequences. Like keeping the wolves at bay vs attracting the attention of intelligent enemies.
Inns might include some typical dynamics with drinking and rumors, or even encounters too. Maybe a chance for midnight mahem with thieves if you sleep at a shady inn? Or gambling late into the night. Stuff like that could bring more narrative elements into the camp, without being a full on production like Raphael or Origin Companion story breaks.
I don't mind having a main base camp, or a stronghold hopefully as the game progresses, that stuff is cool, but it would also be cooler if there was more to the whole camping/resting system.
So yeah, hunting and searching while at camp, I'm all for it. The camp should have an adjacent zone on one side that is themed more on the protagonist class/background/skills giving some exploration within the camp that switches up for different main characters. And a generic area for hunting or encounters that is themed off where the camp has been pitched.
The BG2 introductions of the whole stronghold class/questline was a big part of what made that game so lasting. There was a bunch of replay in there depending on the class of the Protagonist. I think they could build more of that into the Camp concept.
I think detaching rest from the rest of the game is a missed opportunity. Mechanics wise they could just give us an item that provides restoration once per day if needed. A nautiloid restoration locket in the pocket or whatever (in the standard difficulty mode anyway, hardcore could nix it to make resting more challenging if that's somehow desirable). But I like the idea of trying to put some encounters and some gameplay into the rest/camp dynamic.
Last edited by Black_Elk; 08/11/20 11:18 PM.