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[+]Exploration Falls Short For Many Groups, Let’s Talk About It
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<blockquote data-quote="DEFCON 1" data-source="post: 9259374" data-attributes="member: 7006"><p>You absolutely could run Combat this same way, with only a few checks rather than this combat mini-game we have. And many RPGs do that, because they aren't "monster fighting games" like D&D essentially is (<em>because</em> the biggest mechanical ruleset in the D&D game is the monster combat fighting system.) But I am suggesting that creating a Exploration mini-game like we have for Combat will not accomplish things the way people think they want... because the narrative and description and coming up with ideas and solutions are what make Exploration what it is (and the Social pillar what it is for that matter.)</p><p></p><p>You may decry this as "collaborative storytelling"... but I believe that's exactly what RPGs are. It's why D&D is not <em>entirel</em>y a board game made up of nothing but mechanical mini-games. Combat? Absolutely a board game mini-game. But as soon as you turn Exploration and Social into mechanical mini-games too... all of D&D just becomes going from one mini-game to another... the DM lining them up, the players playing them, and then they all moving on to the next one. Leaving character and story and imagination and ideas completely behind.</p><p></p><p>If some people want to play Exploration the same way they play Combat, more power to them. Personally I think they would be missing out entirely on what makes an RPG an RPG, but hey, whatever floats their boat. But I'm suggesting that narration, description, and ideas with a few checks sprinkled in here and there to determine whether those ideas were good makes the game so much more interesting than just playing those mini-games over and over again.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 9259374, member: 7006"] You absolutely could run Combat this same way, with only a few checks rather than this combat mini-game we have. And many RPGs do that, because they aren't "monster fighting games" like D&D essentially is ([I]because[/I] the biggest mechanical ruleset in the D&D game is the monster combat fighting system.) But I am suggesting that creating a Exploration mini-game like we have for Combat will not accomplish things the way people think they want... because the narrative and description and coming up with ideas and solutions are what make Exploration what it is (and the Social pillar what it is for that matter.) You may decry this as "collaborative storytelling"... but I believe that's exactly what RPGs are. It's why D&D is not [I]entirel[/I]y a board game made up of nothing but mechanical mini-games. Combat? Absolutely a board game mini-game. But as soon as you turn Exploration and Social into mechanical mini-games too... all of D&D just becomes going from one mini-game to another... the DM lining them up, the players playing them, and then they all moving on to the next one. Leaving character and story and imagination and ideas completely behind. If some people want to play Exploration the same way they play Combat, more power to them. Personally I think they would be missing out entirely on what makes an RPG an RPG, but hey, whatever floats their boat. But I'm suggesting that narration, description, and ideas with a few checks sprinkled in here and there to determine whether those ideas were good makes the game so much more interesting than just playing those mini-games over and over again. [/QUOTE]
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[+]Exploration Falls Short For Many Groups, Let’s Talk About It
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