Crazy Jerome
First Post
Several of the more recent comments dovetail into what I meant some time ago, when I said the way to square this circle was to go aggressively sandbox with the base mechanics. (You'd then need to bolt on some modular support for other styles, given the popularity of adventure paths, linear adventures, and other such, but that's neither here nor there on my point.)
Say you have some mechanics that deal with doing a recon on the "next hex over there." This isn't some major resolution of every possible event, but a way for the party to do a brief (in real-world time, not game time), tentative exploration of the hex, and get some information. Whether they pursue that information further, or get drawn into combat, or dialog, or whatever, is largely up to them. That's nothing special, but it is something that a character with the right kind of skills/abilities can support. And outside of sandbox, it has to be more or less contrived.
Say you have some mechanics that deal with doing a recon on the "next hex over there." This isn't some major resolution of every possible event, but a way for the party to do a brief (in real-world time, not game time), tentative exploration of the hex, and get some information. Whether they pursue that information further, or get drawn into combat, or dialog, or whatever, is largely up to them. That's nothing special, but it is something that a character with the right kind of skills/abilities can support. And outside of sandbox, it has to be more or less contrived.