Definitely can see that! I had been thinking almost taking like... a Hades approach where environments are big and pretty varied, but connected in predictable enough way that's it not full hexcrawl size. I'm starting to think that what we *COULD* do is change the encounter scale a bit, but keep things relatively open with more opportunity to venture out.<br/><br/>So like instead of going "We leave from the camp, we find a dungeon, we go through 7 rooms of dungeons" it's *INSTEAD* like "We leave the camp, we find a dungeon, we maybe roll some dice for some social stuff and we do 1 big encounter per hex" and then moving on from that. Keep things a little more dynamic, a little bit closer to the kind of like... AP style of adventure ala Dimension 20. I kind of think that could work well... Lets things feel open, give opportunity for varied environments/monsters/fun, have a NPC roster that grows (rather than "here's 20 NPCs, let's figure out how to fit them in").