Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Deep Dive: D&D NEXT Exploration
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="The Mormegil" data-source="post: 7650229" data-attributes="member: 6688783"><p>Hmmm. You are right, in some groups and some situations with some systems it could, perhaps, sometimes, work like that. I see where you are coming from. I just never experienced what you are saying, and I seriously doubt I ever will. By the way, I started out with the core of 3.5, but I'm playing 4E.</p><p></p><p></p><p>That's not the experience I have with 4E. At all. In my group, most fights last around 30-40 minutes. And really, I don't think you can reduce the time a fight last that much without taking away what makes it interesting. But that's besides the point, which is... meaningful fights are interesting. Random trash fights are not. For me, of course.</p><p></p><p>I find iteresting your position on the "filler content". If I could, I woul offer you a link to an episode of Extra Credits discussing intrinsic vs extrinsic rewards; it's a very interesting video (and a very cool series to boot). Google "extra credits extrinsic vs intrinsic", it's the first result. I believe that there are lots of ways to reduce the amount of prep time for an adventure without inserting extrinsic activities (such as random encounters, filler content, even unfun combat rounds). For instance, the rules framework offerend by 4th edition makes sure I never have any problem with preparation even mid-session. That leaves me with lots of time to work on the story, which in turn means I never have to insert "filler content". I will make however a distinction between "filler content" and "downtime", the latter being important to pacing. However, you can make sure the downtime is interesting and fun (intrinsic) even if it's there just to maintain the pacing (usually, I make sure characters have time to devote to themselves and their personality, or occasions where the problems at hand are less serious and more of an occasion to have casual fun; however I can see this being random encounters if you are really into combat).</p><p></p><p>In general, I believe there is no excuse for having extrinsic content in your games except lazyness (which can be a good excuse, sometimes RL is not nice); there is no excuse especially to have extrinsic content built into your game system. Now I know D&D is proud of its fighting system (always has been, I believe) and tries to shove it everywhere, but there's lots of design space to work with even outside of it.</p><p></p><p><span style="color: #333333"></span></p><p><span style="color: #333333"></span></p><p><span style="color: #333333">Yeah, I can see people having fun with random encounters. But I was expressing my opinion on these rules, not the opinion of everyone involved. And I should not I was expressing it with the point of view of someone who intends to rip off 5e of anything not bolted down and see what works in 4e too. This system could be a selling point if it's done well enough.</span></p><p><span style="color: #333333"></span></p><p><span style="color: #333333">Also, I believe that a dungeon crawling group is less likely to use rules that are an abstraction of dungeon crawling. Exploration rules seem to be born out of the idea that you should have the possibility to run story-driven exploration too: that's the reason I believe they're going to be cool. Unless I'm mistaken and they're going to be not. (For me.)</span></p><p><span style="color: #333333"></span></p><p><span style="color: #333333"></span><span style="color: #333333"></span></p><p><span style="color: #333333"></span></p><p><span style="color: #333333">More power to you. However I would be interested in the longer response: maybe I can learn something from it.</span></p></blockquote><p></p>
[QUOTE="The Mormegil, post: 7650229, member: 6688783"] Hmmm. You are right, in some groups and some situations with some systems it could, perhaps, sometimes, work like that. I see where you are coming from. I just never experienced what you are saying, and I seriously doubt I ever will. By the way, I started out with the core of 3.5, but I'm playing 4E. That's not the experience I have with 4E. At all. In my group, most fights last around 30-40 minutes. And really, I don't think you can reduce the time a fight last that much without taking away what makes it interesting. But that's besides the point, which is... meaningful fights are interesting. Random trash fights are not. For me, of course. I find iteresting your position on the "filler content". If I could, I woul offer you a link to an episode of Extra Credits discussing intrinsic vs extrinsic rewards; it's a very interesting video (and a very cool series to boot). Google "extra credits extrinsic vs intrinsic", it's the first result. I believe that there are lots of ways to reduce the amount of prep time for an adventure without inserting extrinsic activities (such as random encounters, filler content, even unfun combat rounds). For instance, the rules framework offerend by 4th edition makes sure I never have any problem with preparation even mid-session. That leaves me with lots of time to work on the story, which in turn means I never have to insert "filler content". I will make however a distinction between "filler content" and "downtime", the latter being important to pacing. However, you can make sure the downtime is interesting and fun (intrinsic) even if it's there just to maintain the pacing (usually, I make sure characters have time to devote to themselves and their personality, or occasions where the problems at hand are less serious and more of an occasion to have casual fun; however I can see this being random encounters if you are really into combat). In general, I believe there is no excuse for having extrinsic content in your games except lazyness (which can be a good excuse, sometimes RL is not nice); there is no excuse especially to have extrinsic content built into your game system. Now I know D&D is proud of its fighting system (always has been, I believe) and tries to shove it everywhere, but there's lots of design space to work with even outside of it. [COLOR=#333333] Yeah, I can see people having fun with random encounters. But I was expressing my opinion on these rules, not the opinion of everyone involved. And I should not I was expressing it with the point of view of someone who intends to rip off 5e of anything not bolted down and see what works in 4e too. This system could be a selling point if it's done well enough. Also, I believe that a dungeon crawling group is less likely to use rules that are an abstraction of dungeon crawling. Exploration rules seem to be born out of the idea that you should have the possibility to run story-driven exploration too: that's the reason I believe they're going to be cool. Unless I'm mistaken and they're going to be not. (For me.) [/COLOR][COLOR=#333333] More power to you. However I would be interested in the longer response: maybe I can learn something from it.[/COLOR] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Deep Dive: D&D NEXT Exploration
Top