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<blockquote data-quote="cowpie" data-source="post: 8467058" data-attributes="member: 98840"><p>Reward Exploration. In addition to shortcuts, there should be ways to bypass very dangerous encounters, easter eggs with treasure and bonus information, secret treasures, etc. When giving the players information, give them enough information to know that there is a new area to explore, but keep it mysterious to incentivize further exploration. For example, they learn rumors of a section of the dungeon where an oracle will predict the future and grant a wish, but only for "the boldest of the bold". Don't explain what this means, to spark their curiosity. If there's a story reason for the players to need to make a wish, all the better.</p><p>Another cool thing to do early on, is let them see interesting locations, or additional access points to those locations, but don't let them access them from the place they're currently at. This encourages them to try and get to those places, or the find points where they could access them. </p><p>In the module "Dwellers in the Forbidden City", if the PCs approach the city from the edge of the gorge in which the city is located, they can look down and see most of the major landmarks, without being able to discern the details. They are free to choose how they descend into the city--either attempting to scale (very dangerous) sheer cliffs, or try to find the way into the tunnels that grant access to the city at ground level.</p></blockquote><p></p>
[QUOTE="cowpie, post: 8467058, member: 98840"] Reward Exploration. In addition to shortcuts, there should be ways to bypass very dangerous encounters, easter eggs with treasure and bonus information, secret treasures, etc. When giving the players information, give them enough information to know that there is a new area to explore, but keep it mysterious to incentivize further exploration. For example, they learn rumors of a section of the dungeon where an oracle will predict the future and grant a wish, but only for "the boldest of the bold". Don't explain what this means, to spark their curiosity. If there's a story reason for the players to need to make a wish, all the better. Another cool thing to do early on, is let them see interesting locations, or additional access points to those locations, but don't let them access them from the place they're currently at. This encourages them to try and get to those places, or the find points where they could access them. In the module "Dwellers in the Forbidden City", if the PCs approach the city from the edge of the gorge in which the city is located, they can look down and see most of the major landmarks, without being able to discern the details. They are free to choose how they descend into the city--either attempting to scale (very dangerous) sheer cliffs, or try to find the way into the tunnels that grant access to the city at ground level. [/QUOTE]
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