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<blockquote data-quote="howandwhy99" data-source="post: 6041590" data-attributes="member: 3192"><p>Exploration Rules for a puzzle game is basically saying "the rules" from my point of view. In an RPG, whether an online MMO, single player console game, or tabletop D&D is gong to having the majority of rules fall under its physics engine. </p><p></p><p>I think that's what needs to be provided, but also opened up for individual DMs to customize for their home games. Think of it like monsters or spells. Anyone should feel comfortable enough to design and implement their own monster or spell under the core game system. When it comes to what D&Dn means by exploration I think we're talking about all of the environmental factors that can challenge players in the game. </p><p></p><p>While having a limited number of energy types (like there used to be a limited number of saving throw types) is useful to simplify play, we should also have the option to add in greater diversity. That's just one area, but if I want sleep deprivation, dehydration tracks, loss of ability scores from extensive lack of exercise, aging penalties and even aging damage, hard core level loss attacks, food born disease vectors, navigation the players are asked to do by either the sun, stars, sighted points of reference, or even dead reckoning ... well, I want to be able to include those. I don't want to think I can't mold the game into what we'd like it to be, but I'd like a solid, well grounded, and efficient enough game to be happy to build off of. </p><p></p><p>Coming up with more interesting exploration scenarios is kind of easy and practically endless. What I believe DMs could use are some basic building blocks for the broad spectrum of these designs to initially learn, then add on to, and perhaps at last to set aside as we make the game our own.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6041590, member: 3192"] Exploration Rules for a puzzle game is basically saying "the rules" from my point of view. In an RPG, whether an online MMO, single player console game, or tabletop D&D is gong to having the majority of rules fall under its physics engine. I think that's what needs to be provided, but also opened up for individual DMs to customize for their home games. Think of it like monsters or spells. Anyone should feel comfortable enough to design and implement their own monster or spell under the core game system. When it comes to what D&Dn means by exploration I think we're talking about all of the environmental factors that can challenge players in the game. While having a limited number of energy types (like there used to be a limited number of saving throw types) is useful to simplify play, we should also have the option to add in greater diversity. That's just one area, but if I want sleep deprivation, dehydration tracks, loss of ability scores from extensive lack of exercise, aging penalties and even aging damage, hard core level loss attacks, food born disease vectors, navigation the players are asked to do by either the sun, stars, sighted points of reference, or even dead reckoning ... well, I want to be able to include those. I don't want to think I can't mold the game into what we'd like it to be, but I'd like a solid, well grounded, and efficient enough game to be happy to build off of. Coming up with more interesting exploration scenarios is kind of easy and practically endless. What I believe DMs could use are some basic building blocks for the broad spectrum of these designs to initially learn, then add on to, and perhaps at last to set aside as we make the game our own. [/QUOTE]
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