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<blockquote data-quote="Quickleaf" data-source="post: 6667479" data-attributes="member: 20323"><p>Haha, well it's not going to win any prizes for literature, but it's good to let players just screw around and get it out of their system. Agree 100%.</p><p></p><p></p><p></p><p>I agree with Tony in principle that if we're talking site-based adventures, then exploration should be favored. </p><p></p><p>Caveat: I think there can be a pitfall adventure designers can fall into when they think of an encounter as being strictly combat, exploration, or interaction (speaking more about published adventures). For example, describing a room of goblins as strictly a combat challenge put the burden on the DM's shoulders for what happens if the PCs take another tactic to deal with the goblins.</p><p></p><p>Rather than trying to find a magic % ratio, I'd say for a site-based adventure you want to think about how exploration meets combat AND how exploration meets interaction AND even how exploration meets empty rooms.</p><p></p><p>Let me explain.</p><p></p><p><strong>Exploration meets combat:</strong> When you get knocked down the shaft/pit, what new area do you discover? When you kill the bandit leader, what does the map he was carrying show you? What are the random encounter risks to the party taking their sweet old time exploring every nook and cranny for traps and treasure at a snail's pace?</p><p></p><p><strong>Exploration meets interaction:</strong> What rumors are there about the adventure site? Can the PCs trust their guide? What do they do with the gnomes they've rescued from the slavers, or do the gnomes have their own agenda now they're free? How will the local temple feel about the PCs desecrating the tombs of their ancestors?</p><p></p><p><strong>Exploration meets empty:</strong> Even seemingly empty rooms can contribute to evoking the environment/situation or aiding the PCs' exploration. What does a section of dungeon full of shattered doors and dead bodies slain hastily by spells imply about mages recently assaulting the dungeon? What if that rusted gate leading from the room becomes a glowing dungeon map when backlit by lighting the old hooded lanterns behind it and orienting them at the right angle?</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6667479, member: 20323"] Haha, well it's not going to win any prizes for literature, but it's good to let players just screw around and get it out of their system. Agree 100%. I agree with Tony in principle that if we're talking site-based adventures, then exploration should be favored. Caveat: I think there can be a pitfall adventure designers can fall into when they think of an encounter as being strictly combat, exploration, or interaction (speaking more about published adventures). For example, describing a room of goblins as strictly a combat challenge put the burden on the DM's shoulders for what happens if the PCs take another tactic to deal with the goblins. Rather than trying to find a magic % ratio, I'd say for a site-based adventure you want to think about how exploration meets combat AND how exploration meets interaction AND even how exploration meets empty rooms. Let me explain. [B]Exploration meets combat:[/B] When you get knocked down the shaft/pit, what new area do you discover? When you kill the bandit leader, what does the map he was carrying show you? What are the random encounter risks to the party taking their sweet old time exploring every nook and cranny for traps and treasure at a snail's pace? [B]Exploration meets interaction:[/B] What rumors are there about the adventure site? Can the PCs trust their guide? What do they do with the gnomes they've rescued from the slavers, or do the gnomes have their own agenda now they're free? How will the local temple feel about the PCs desecrating the tombs of their ancestors? [B]Exploration meets empty:[/B] Even seemingly empty rooms can contribute to evoking the environment/situation or aiding the PCs' exploration. What does a section of dungeon full of shattered doors and dead bodies slain hastily by spells imply about mages recently assaulting the dungeon? What if that rusted gate leading from the room becomes a glowing dungeon map when backlit by lighting the old hooded lanterns behind it and orienting them at the right angle? [/QUOTE]
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