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<blockquote data-quote="steenan" data-source="post: 6041419" data-attributes="member: 23240"><p>I don't have a clear idea of what exactly the exploration rules should be. I know quite what I want from them, just not how exactly to get there.</p><p></p><p>My goals and expectations are:</p><p></p><p>1. Rules that are strict, but tie closely with the fictional situation, not just with other mechanical constructs (see Dungeon World for how this is done, 4e for how this isn't).</p><p></p><p>2. Each roll changes situation in a significant way, for better or worse. There should be no "succeed to do something, failure and you're stuck" or "succeed to keep status quo, failure means problems" rolls. Both success and failure should be interesting.</p><p></p><p>3. The rules should give the DM freedom in defining the fictional situation and the level of challenge and give players space for creativity in deciding how they want to approach the situation. On the other hand, they should force the DM to keep the situation moving (instead of, for example, forcing players to guess the one correct solution, or allowing perception/knowledge checks but not giving useful information) and the players to use a wide and flexible array of actions (instead of repeatedly doing one or two things they are good at).</p><p></p><p>4. The rules should work well with both a situation-based style (where the DM has the situation already designed - just not what will happen when PCs interfere) and a "no myth" style (where the only fixed thing is what has already been done and observed in game - everything else is improvised on the fly, possibly with player input),</p></blockquote><p></p>
[QUOTE="steenan, post: 6041419, member: 23240"] I don't have a clear idea of what exactly the exploration rules should be. I know quite what I want from them, just not how exactly to get there. My goals and expectations are: 1. Rules that are strict, but tie closely with the fictional situation, not just with other mechanical constructs (see Dungeon World for how this is done, 4e for how this isn't). 2. Each roll changes situation in a significant way, for better or worse. There should be no "succeed to do something, failure and you're stuck" or "succeed to keep status quo, failure means problems" rolls. Both success and failure should be interesting. 3. The rules should give the DM freedom in defining the fictional situation and the level of challenge and give players space for creativity in deciding how they want to approach the situation. On the other hand, they should force the DM to keep the situation moving (instead of, for example, forcing players to guess the one correct solution, or allowing perception/knowledge checks but not giving useful information) and the players to use a wide and flexible array of actions (instead of repeatedly doing one or two things they are good at). 4. The rules should work well with both a situation-based style (where the DM has the situation already designed - just not what will happen when PCs interfere) and a "no myth" style (where the only fixed thing is what has already been done and observed in game - everything else is improvised on the fly, possibly with player input), [/QUOTE]
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