I really like the idea of camp events and I’m hoping with all my heart Larian are planning something like this.

Firstly, the game engine clearly allows them because they’re already in the game. You’ve got two versions of a party during which some fairly dramatic things can happen. You’ve also got Raphael who says words.

Secondly, it would be the perfect way to make Scratch and the owlbear cub relevant. Imagine an ambush waiting for you at camp, but Scratch notices it, barks and your party avoids a surprise round. Or maybe the cub gets its revenge on goblins who’ve come for your loot.

Thirdly, the traveller’s chest is placed in some truly absurd spots in several minicamps. In one instance, it’s hidden between two pews behind a closed door. What if there’s something hiding back there, waiting to strike?

There is a design challenge, though. As you pointed out:
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You don't always know when you may need your last spellslot.
Camp events are an incentive to long rest more, not less. Because you don’t know who you might find at camp, you’re more willing to waste ressources at the end of the day. Here’s my pitch to fix that.

Camp events should be used as a soft timer to get players moving along. Essentially, as players stay in an area, the enemy becomes more and more aware of them. One morning, Gale says “I think we may have been spotted. We should finish up what we’re doing or expect company tonight.” From then on, the player is warned. The enemy will start by sending scouts and increases the challenge each time. To be clear, these encounters shouldn’t happen every night. Ideally, there should be a little randomness involved.

“Enemy” is a very general term, here. Maybe vagrants walk into your camp asking for food. They knew to look for you because everyone around has noticed where you sleep at night. “By the way,” they warn if you feed them, “there are bandits about who may also know where this camp is.” Or maybe wolves who steal some food one night come back with more numbers a few days later.

This way, players in a dungeons will try to stretch their days in the beggining, hoping to avoid triggering the warning encounter. Then, they will be kept on their toes with possible camp events.

Last edited by Flooter; 22/05/22 06:13 PM.

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