>>96491197
>dude, thanks a lot.
No sweat friend, this stuff isn't easy to work out from scratch!
I think the idea is that the enemies are indeed supposed to be confined within a given manageable range, but since travel is effectively random (and this is a worse issue for lower-level characters) it's difficult for the players to choose their challenges and they're liable to get bumbled into something they can't handle by the dice – that's how it looks to me, anyhow. (Also, nobody here has a problem with PC death, but something that might not be obvious from outside is that excalating XP requirements + PC death means there needs to be access to a lot of challenges and treasures appropriate for low-level characters, since each dead PC is in some sense an amount of treasure=XP down the drain. The common old-school solution for this is vast dungeons and large, open overworlds, but I'm not seeing much of either of those in this book.)