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Exploration based adventures/campaigns: how do you do it?
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<blockquote data-quote="howandwhy99" data-source="post: 5168500" data-attributes="member: 3192"><p>There are a lot of different opinions on how to do this. Truth be told, I don't think there has been one I agree with that I've ever seen in text. Exploration outside of one's self in RPGs usuallly means playing pattern finding games and they're a game category that has been stopped being designing for.</p><p></p><p>I think you mean tenets. Principally, it's going to be a game where the GM has a series of rules hidden behind a screen. A code un-abstracted about the topic to be explored. In other words, it is the thing the players are trying to figure out that is the objective of the game. </p><p></p><p>Goals are going to be determined by the players. These are whatever the players think will earn them points for performing a role, their class essentially. So the focuses in D&D, for instance, are in fighting, spellcasting, religion, and thievery. </p><p></p><p>Plot can be just about anything that fits in each of the boundaries above. Having all four addressed by a module's overall situation is ideal. It's also what the world does in response to the PCs' actions rather than an attempt to script players.</p><p></p><p>15-minute workdays are system specific, so they aren't necessarily going to happen. </p><p></p><p>In terms of "exploration-based" games it's better, if you clarify what kind of exploration you are referring to. Is this about exploring character /player desires? Or is it attempting to understand something outside the self?</p><p></p><p></p><p>Well, I don't force emotive "meaning", but leave it to the structural pattern to put choices in context of consequences. Like in chess, every choice has a cascading effect on every other action possible. It's a systemic meaning rather than purely emotive one. </p><p></p><p>For specific example, every DM is going to do this differently. I use lines and volume for traveling and territorial resources. Randomly wandering through a forest is about being lost and randomly encountering elements within that territory. The choices are about how one learns to navigate and deal directly with the environment therein. During tactical encounters it's about those creatures or objects specifically. The interconnected relationships of all of these are what gives them meaning and numerous contextual leads to other things.</p><p></p><p>I don't know how hexcrawling works, I don't really use it. I use hexed transparency overlays to measure distance ratios on spatial maps. Other than that, I don't see much real use for hexes or hexcrawling. But it is certainly a popular form to use. I can't really help with those though. :shrug:</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5168500, member: 3192"] There are a lot of different opinions on how to do this. Truth be told, I don't think there has been one I agree with that I've ever seen in text. Exploration outside of one's self in RPGs usuallly means playing pattern finding games and they're a game category that has been stopped being designing for. I think you mean tenets. Principally, it's going to be a game where the GM has a series of rules hidden behind a screen. A code un-abstracted about the topic to be explored. In other words, it is the thing the players are trying to figure out that is the objective of the game. Goals are going to be determined by the players. These are whatever the players think will earn them points for performing a role, their class essentially. So the focuses in D&D, for instance, are in fighting, spellcasting, religion, and thievery. Plot can be just about anything that fits in each of the boundaries above. Having all four addressed by a module's overall situation is ideal. It's also what the world does in response to the PCs' actions rather than an attempt to script players. 15-minute workdays are system specific, so they aren't necessarily going to happen. In terms of "exploration-based" games it's better, if you clarify what kind of exploration you are referring to. Is this about exploring character /player desires? Or is it attempting to understand something outside the self? Well, I don't force emotive "meaning", but leave it to the structural pattern to put choices in context of consequences. Like in chess, every choice has a cascading effect on every other action possible. It's a systemic meaning rather than purely emotive one. For specific example, every DM is going to do this differently. I use lines and volume for traveling and territorial resources. Randomly wandering through a forest is about being lost and randomly encountering elements within that territory. The choices are about how one learns to navigate and deal directly with the environment therein. During tactical encounters it's about those creatures or objects specifically. The interconnected relationships of all of these are what gives them meaning and numerous contextual leads to other things. I don't know how hexcrawling works, I don't really use it. I use hexed transparency overlays to measure distance ratios on spatial maps. Other than that, I don't see much real use for hexes or hexcrawling. But it is certainly a popular form to use. I can't really help with those though. :shrug: [/QUOTE]
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Exploration based adventures/campaigns: how do you do it?
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