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<blockquote data-quote="Blue" data-source="post: 7872012" data-attributes="member: 20564"><p>I want to go off on a tangent. I was playing in a non-D&D fantasy game, and there was a tough encounter coming up and the party spent considerable resources avoiding it. Less than half of what they would have spent in a battle, but that rules system did give monster-based XP. So they could have went after it for loot, or if they were trying to clear out things that could hurt people in the area, but they were on a particular mission and there wasn't a metagame effect of going for every combat, a system-reward soft enforcement of murderhobo behavior.</p><p></p><p>I was thrilled.</p><p></p><p>So doing things like avoiding or engaging wandering monsters should be up to the characters - give them that agency. If they want to kill a marauding creature before it encounters traveler - do so. Or for glory, bragging rights, or loot. But not because the game system only rewards them for doing so.</p><p></p><p>Rushing through content and side quests sounds like there aren't sufficient rewards there. Be it in-game, or if you don't give XP for any of those. If you want the player to do them, incentivize them. Let them know that some can have good treasure - better than the main quest. Others will trigger XP. Not which ones are which, but just that they you aren't penalizing them with lack of reward for exploring side content. Again, soft control.</p><p></p><p>For my group, missing out on playing their hobby is already a big downer, I don't have any need to doubel penalize them by also making the game less fun for them.</p></blockquote><p></p>
[QUOTE="Blue, post: 7872012, member: 20564"] I want to go off on a tangent. I was playing in a non-D&D fantasy game, and there was a tough encounter coming up and the party spent considerable resources avoiding it. Less than half of what they would have spent in a battle, but that rules system did give monster-based XP. So they could have went after it for loot, or if they were trying to clear out things that could hurt people in the area, but they were on a particular mission and there wasn't a metagame effect of going for every combat, a system-reward soft enforcement of murderhobo behavior. I was thrilled. So doing things like avoiding or engaging wandering monsters should be up to the characters - give them that agency. If they want to kill a marauding creature before it encounters traveler - do so. Or for glory, bragging rights, or loot. But not because the game system only rewards them for doing so. Rushing through content and side quests sounds like there aren't sufficient rewards there. Be it in-game, or if you don't give XP for any of those. If you want the player to do them, incentivize them. Let them know that some can have good treasure - better than the main quest. Others will trigger XP. Not which ones are which, but just that they you aren't penalizing them with lack of reward for exploring side content. Again, soft control. For my group, missing out on playing their hobby is already a big downer, I don't have any need to doubel penalize them by also making the game less fun for them. [/QUOTE]
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