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Lets speculate about the Rules for a new system for exploration.
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<blockquote data-quote="steeldragons" data-source="post: 6081945" data-attributes="member: 92511"><p>Well, no, but if we're speculating about a set of Exploration rules, than the time unit for, specifically, "Exploration" parts of the game is relevant.</p><p></p><p>I concur with your ideas that movement and encumbrance become more important during exploration and require tracking.</p><p></p><p>Another thing that requires tracking is "survival" stuff, like how much food and water do you have? This has 2 problems. 1) The Survival Skill, if it exists in the game, kinda makes this <em>not</em> matter. 2) This kind of resource management, for many, is too akin to bean counting for them to want to bother in their games.</p><p></p><p>So how do you make it count? ...<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" />...Don't look at me! I'm askin'!</p><p></p><p>Another thing I'd REALLY like to see back in the game -anywhere/everywhere, but it makes the most sense as part of an "exploration" module/rules- MAPPING! Make the Players make their own damn maps of where they are. The PCs have (in theory) never been where they are treading before, yet somehow, they can see a perfect layout of everywhere they are. I would like no more meta-gamey, "here's the map. you guys are here." (unless there's some story reason for it, like they have hunted down/paid for a full map of the place specifically for this expedition).</p><p></p><p>It doesn't really need "rules", but it needs mentioning and reinforcement that this is important to the game (i.e. you can easily get lost/turned around/trapped without it) and <em>your characters don't have automatic knowledge of where they are, </em>what leads where or (most likely like some players) have total recall/a perfect mental image of where they've been.</p><p></p><p>So...yeah, I think that'd make a nice Exploration module: time, movement & encumbrance, survival/resource tracking, mapping...and possibly some <em>optional</em> Search rules/modifiers/module or something for those who want that level of intricacy (while others can just ignore the Search and Survival stuff in lieu of using the Skills as written).</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6081945, member: 92511"] Well, no, but if we're speculating about a set of Exploration rules, than the time unit for, specifically, "Exploration" parts of the game is relevant. I concur with your ideas that movement and encumbrance become more important during exploration and require tracking. Another thing that requires tracking is "survival" stuff, like how much food and water do you have? This has 2 problems. 1) The Survival Skill, if it exists in the game, kinda makes this [I]not[/I] matter. 2) This kind of resource management, for many, is too akin to bean counting for them to want to bother in their games. So how do you make it count? ...:confused:...Don't look at me! I'm askin'! Another thing I'd REALLY like to see back in the game -anywhere/everywhere, but it makes the most sense as part of an "exploration" module/rules- MAPPING! Make the Players make their own damn maps of where they are. The PCs have (in theory) never been where they are treading before, yet somehow, they can see a perfect layout of everywhere they are. I would like no more meta-gamey, "here's the map. you guys are here." (unless there's some story reason for it, like they have hunted down/paid for a full map of the place specifically for this expedition). It doesn't really need "rules", but it needs mentioning and reinforcement that this is important to the game (i.e. you can easily get lost/turned around/trapped without it) and [I]your characters don't have automatic knowledge of where they are, [/I]what leads where or (most likely like some players) have total recall/a perfect mental image of where they've been. So...yeah, I think that'd make a nice Exploration module: time, movement & encumbrance, survival/resource tracking, mapping...and possibly some [I]optional[/I] Search rules/modifiers/module or something for those who want that level of intricacy (while others can just ignore the Search and Survival stuff in lieu of using the Skills as written). [/QUOTE]
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