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General Tabletop Discussion
*Dungeons & Dragons
[+]Exploration Falls Short For Many Groups, Let’s Talk About It
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<blockquote data-quote="I'm A Banana" data-source="post: 9258999" data-attributes="member: 2067"><p>+ thread-style: what are some other meaningful consequences for failure we could bake in? How can we trigger loss aversion in the players? What will they potentially give up by exploring?</p><p></p><p>Out of the box, D&D says hp, HD, character death, those are the things we can really threaten the player with, mechanically. Kind of, spell slots, too.</p><p></p><p>Traditionally, there's also threats to things that aren't characters, which gets more relevant at higher levels. The world is ending. The war is coming. Has limits, but is also very classic.</p><p></p><p>Time has been mentioned and works, but definitely has similar limits, too. Not something you can always use.</p><p></p><p>I think the <em>loss of the goal </em>like you describe works pretty well. In the dungeon metaphor, there's a McGuffin in the dungeon, and if you fail to find it, well, you don't find the McGuffin. If you fail to get the objective in the wilderness, you return to civilization broken and defeated and without having been the first person to the North Pole. </p><p></p><p>D&D also has a bit of a checkered tradition with risking magic items. Not sure that would be great to bring back, but it's there. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>If not those things, then what are the PC's going to lose when they rest? And what can we take from them when they take the wrong path?</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 9258999, member: 2067"] + thread-style: what are some other meaningful consequences for failure we could bake in? How can we trigger loss aversion in the players? What will they potentially give up by exploring? Out of the box, D&D says hp, HD, character death, those are the things we can really threaten the player with, mechanically. Kind of, spell slots, too. Traditionally, there's also threats to things that aren't characters, which gets more relevant at higher levels. The world is ending. The war is coming. Has limits, but is also very classic. Time has been mentioned and works, but definitely has similar limits, too. Not something you can always use. I think the [I]loss of the goal [/I]like you describe works pretty well. In the dungeon metaphor, there's a McGuffin in the dungeon, and if you fail to find it, well, you don't find the McGuffin. If you fail to get the objective in the wilderness, you return to civilization broken and defeated and without having been the first person to the North Pole. D&D also has a bit of a checkered tradition with risking magic items. Not sure that would be great to bring back, but it's there. :) If not those things, then what are the PC's going to lose when they rest? And what can we take from them when they take the wrong path? [/QUOTE]
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[+]Exploration Falls Short For Many Groups, Let’s Talk About It
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