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[+]Exploration Falls Short For Many Groups, Let’s Talk About It
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<blockquote data-quote="Epic Meepo" data-source="post: 9259423" data-attributes="member: 57073"><p>I would contend that both narrative scenarios and mini-games should play a role in exploration.</p><p></p><p>Narrative scenarios based on DM adjudication are great ways for PCs to explore discrete parts of the world they can interact with over short time scales. Traps and hazards can be resolved in terms of a few step-by-step actions and reactions (and possibly some die rolls) that combine to describe everything that happens during the encounter.</p><p></p><p>For example, I would say encountering a river and finding a way to cross it is a good example of something that can be handled without resorting to a mini-game. The DM can describe the river and its surroundings, the players can make a few choices about their surroundings, and the results of those choices can be quickly adjudicated.</p><p></p><p>On the other hand, mini-games are much better at representing in-depth exploration that occurs over long periods of time. It would be extremely tedious for players to recount the step-by-step actions they take during an exploration-based activity that spans multiple hours and hundreds of discreet interactions with the environment.</p><p></p><p>As an example, if the players are surveying a river delta to find locations where panning for gold might be profitable, I would much prefer to have a mini-game in place. Narratively describing all of the individual locations and activities that would meaningfully impact that endeavor would be tedious and time consuming.</p></blockquote><p></p>
[QUOTE="Epic Meepo, post: 9259423, member: 57073"] I would contend that both narrative scenarios and mini-games should play a role in exploration. Narrative scenarios based on DM adjudication are great ways for PCs to explore discrete parts of the world they can interact with over short time scales. Traps and hazards can be resolved in terms of a few step-by-step actions and reactions (and possibly some die rolls) that combine to describe everything that happens during the encounter. For example, I would say encountering a river and finding a way to cross it is a good example of something that can be handled without resorting to a mini-game. The DM can describe the river and its surroundings, the players can make a few choices about their surroundings, and the results of those choices can be quickly adjudicated. On the other hand, mini-games are much better at representing in-depth exploration that occurs over long periods of time. It would be extremely tedious for players to recount the step-by-step actions they take during an exploration-based activity that spans multiple hours and hundreds of discreet interactions with the environment. As an example, if the players are surveying a river delta to find locations where panning for gold might be profitable, I would much prefer to have a mini-game in place. Narratively describing all of the individual locations and activities that would meaningfully impact that endeavor would be tedious and time consuming. [/QUOTE]
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[+]Exploration Falls Short For Many Groups, Let’s Talk About It
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