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[+]Exploration Falls Short For Many Groups, Let’s Talk About It
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<blockquote data-quote="Minigiant" data-source="post: 9257032" data-attributes="member: 63508"><p>Exploration fails because it isn't explain what it is as a game mechanic and purely placed on the DM side in a disorganized manner.</p><p></p><p>To me there are 5 types of exploration challenges</p><ol> <li data-xf-list-type="ol">Discoveries. Things the party can find</li> <li data-xf-list-type="ol">Wonders. Things that add new information and experience to the party</li> <li data-xf-list-type="ol">Routines. Things that consume resources by existing</li> <li data-xf-list-type="ol">Hazards. Things that make the process harder or harmful</li> <li data-xf-list-type="ol">Obstacles. Things that block a path</li> </ol><p>A thing can be multiple. A spike trap can be a Discovery (finding the trap) and a Hazard (trap spikes you if it goes off). Sheltering from a storm can be Wonder (learning about the storm), Discovery (finding shelter), another Wonder (learning about the shelter), Hazard (the storm causes exhaustion or damage or loss of resources), and Obstacle (the storm blocks a path).</p><p></p><p>The problem is everyone likes and dislikes different types. Some people come in desiring to disable hazards and obstacles. Other find them boring. Some love the lore in Wonders and Discoveries. Others ignore lore and therefore don't care for nonviolent versions of them. Routines are just devise.</p><p></p><p>I think D&D has to do a better job of outright calling out what types of challenges there are to players and let them have a clear conversation with DMs with which ones they enjoy to compromise.</p></blockquote><p></p>
[QUOTE="Minigiant, post: 9257032, member: 63508"] Exploration fails because it isn't explain what it is as a game mechanic and purely placed on the DM side in a disorganized manner. To me there are 5 types of exploration challenges [LIST=1] [*]Discoveries. Things the party can find [*]Wonders. Things that add new information and experience to the party [*]Routines. Things that consume resources by existing [*]Hazards. Things that make the process harder or harmful [*]Obstacles. Things that block a path [/LIST] A thing can be multiple. A spike trap can be a Discovery (finding the trap) and a Hazard (trap spikes you if it goes off). Sheltering from a storm can be Wonder (learning about the storm), Discovery (finding shelter), another Wonder (learning about the shelter), Hazard (the storm causes exhaustion or damage or loss of resources), and Obstacle (the storm blocks a path). The problem is everyone likes and dislikes different types. Some people come in desiring to disable hazards and obstacles. Other find them boring. Some love the lore in Wonders and Discoveries. Others ignore lore and therefore don't care for nonviolent versions of them. Routines are just devise. I think D&D has to do a better job of outright calling out what types of challenges there are to players and let them have a clear conversation with DMs with which ones they enjoy to compromise. [/QUOTE]
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[+]Exploration Falls Short For Many Groups, Let’s Talk About It
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