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<blockquote data-quote="Tony Vargas" data-source="post: 6667400" data-attributes="member: 996"><p>In one sense, a site-based adventure is all exploration, any combat or social interaction is secondary or is in support of exploring the site and extracting it's secrets, treasures, and general entertainment value.</p><p></p><p>That aside, you'd want to keep the 'Empty' ratio high, it strains credulity to have every square foot of a site too significant, and it combats the player impulse to search every little thing and proceed at an uninteresting snail's pace out of 'caution.' Combat is potentially fun, and the game devotes a fair percentage of it's rules to resolving it, including a lot of class abilities and a few classes that can contribute little else. Thus combat will tend to involve all the PCs (thus all the players). The resource economy is also balanced around a 6-8 'encounter' day, with encounters being combats or resource-drains comparable to a combat. So combat should be (potentially) more than half of the non-empty half of the site. Social and exploration encounters (as opposed to exploring all those empty areas), tend to involve few of, or even only one of, the players, so should be a minority of the site's encounters, and be resolvable fairly quickly (unfortunately, puzzles, in particular, can really drag on).</p><p></p><p>So:</p><p></p><p>4. Empty: 50-60%</p><p>3. Combat: 20-40%</p><p>2. Exploration: ~10%</p><p>1. Social: 0-20%*</p><p></p><p>* the thing about social encounters is they can turn into combat, and vice-versa.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6667400, member: 996"] In one sense, a site-based adventure is all exploration, any combat or social interaction is secondary or is in support of exploring the site and extracting it's secrets, treasures, and general entertainment value. That aside, you'd want to keep the 'Empty' ratio high, it strains credulity to have every square foot of a site too significant, and it combats the player impulse to search every little thing and proceed at an uninteresting snail's pace out of 'caution.' Combat is potentially fun, and the game devotes a fair percentage of it's rules to resolving it, including a lot of class abilities and a few classes that can contribute little else. Thus combat will tend to involve all the PCs (thus all the players). The resource economy is also balanced around a 6-8 'encounter' day, with encounters being combats or resource-drains comparable to a combat. So combat should be (potentially) more than half of the non-empty half of the site. Social and exploration encounters (as opposed to exploring all those empty areas), tend to involve few of, or even only one of, the players, so should be a minority of the site's encounters, and be resolvable fairly quickly (unfortunately, puzzles, in particular, can really drag on). So: 4. Empty: 50-60% 3. Combat: 20-40% 2. Exploration: ~10% 1. Social: 0-20%* * the thing about social encounters is they can turn into combat, and vice-versa. [/QUOTE]
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