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[+]Exploration Falls Short For Many Groups, Let’s Talk About It
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<blockquote data-quote="doctorbadwolf" data-source="post: 9259066" data-attributes="member: 6704184"><p>Well with opportunity based exploration the focus is on the carrot, not the stick, so it isn’t as needed to get clever with the stick. However, if you want to do so, certainly alliances can be threatened, or they can be pulled at from multiple directions or come into conflict with eachother and put you in the middle, the party can find out about a danger while in the wilds and need to investigate further, any of dozens of ticking clocks, home bases, find out a PCs home town is in a region now beset by the army of the dragon lord they ticked off several levels ago, the magic in one of thier items could be fading and the only key to restoring it is deep in the Night Wood, etc. </p><p></p><p>The idea of opportunity based adventure is that you don’t worry about making them lose anything by resting. You just make them want to push on. </p><p></p><p>Hell yes. </p><p></p><p>Yeah for sure, and for me great high level design is built on the basis of lower level design. The game changes, but it’s still the same game.</p><p></p><p>How different are the architectures of adventuring in Sharn at 5th level and doing so in Sigil at 10th level, and the City of Brass or Dis at 15th level?</p><p></p><p>Surrounded by people from everywhere you ever heard of and plenty of places you never dreamt of, and for every scrub you could punt into a deep hole, there is a guy that can do the same to you. You need allies, you need a safe place to sleep, you need local knowledge, and you need currency, and you probably didn’t show up here with any of those lined up.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 9259066, member: 6704184"] Well with opportunity based exploration the focus is on the carrot, not the stick, so it isn’t as needed to get clever with the stick. However, if you want to do so, certainly alliances can be threatened, or they can be pulled at from multiple directions or come into conflict with eachother and put you in the middle, the party can find out about a danger while in the wilds and need to investigate further, any of dozens of ticking clocks, home bases, find out a PCs home town is in a region now beset by the army of the dragon lord they ticked off several levels ago, the magic in one of thier items could be fading and the only key to restoring it is deep in the Night Wood, etc. The idea of opportunity based adventure is that you don’t worry about making them lose anything by resting. You just make them want to push on. Hell yes. Yeah for sure, and for me great high level design is built on the basis of lower level design. The game changes, but it’s still the same game. How different are the architectures of adventuring in Sharn at 5th level and doing so in Sigil at 10th level, and the City of Brass or Dis at 15th level? Surrounded by people from everywhere you ever heard of and plenty of places you never dreamt of, and for every scrub you could punt into a deep hole, there is a guy that can do the same to you. You need allies, you need a safe place to sleep, you need local knowledge, and you need currency, and you probably didn’t show up here with any of those lined up. [/QUOTE]
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