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My White Whale: A True Exploration System (+)
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<blockquote data-quote="aco175" data-source="post: 9192664" data-attributes="member: 27385"><p>A lot of this seems tied to the idea of playing a video game and not to more than one, maybe two campaigns in a D&D world. I do not play these games but remember when the first Zelda game came out and one needed to go here and there to collect things in order to be this tall to ride this dungeon. It was fine and fun for the game to go around and meet people to get ideas and clues. </p><p></p><p>One of the problem to figure out is with the monster lore. If Xyroblax can be given a penalty by fruit thrown at him, this is cool. The next time the players encounter him in another campaign they will know this. Saying your characters do not know this since you did not collect the fruit card from the hermit might be one way to gatekeep, but it might also be one way to anger players. We had a few threads on player vs character knowledge with one being fire and trolls. Some argue that the PCs would never know trolls are hurt by fire until they encounter them, while others said that the PC growing up in the town where trolls are about would know that as it is told to the kids to remember. In a world where everything is new, it is cool to learn the secrets, but once they are learned, it is hard to forget. </p><p></p><p>This brings up the part of backgrounds and what the Pc did before becoming 1st level. Would they know fruit is a weakness of a monster if they studies with great swordsmen or studied in the arcane tower? If the PC spent time and resources into making a 'learned' PC with all the monster skills- should he know more than the others? </p><p></p><p>Another cool idea or problem is to have the large, cool map to start with. All the video games have a cool map or part of one that opens as you explore. If the campaign starts with the PCs teleported to some new place then cool- here is what you know and where do you want to go. I had a campaign once where each PC started with a simple area map of the kingdom and I added more to each player that the other did not have or only some had. A few things were simple like the a town that the other did not know was there or or more secret such as a dungeon location. It took the players a while to figure this out and was a big his when they did. I do not know if I can do that again with the same group of players though. </p><p></p><p>Having the big map and just asking where to go incentivizes the exploration part. You need a town, then go find one. Same for just abut everything else. Again the problem becomes that the characters should likely know some of the stuff. Seems like a big problem to tackle and I wish you luck. Making the world fun to play over and over is the hard part.</p></blockquote><p></p>
[QUOTE="aco175, post: 9192664, member: 27385"] A lot of this seems tied to the idea of playing a video game and not to more than one, maybe two campaigns in a D&D world. I do not play these games but remember when the first Zelda game came out and one needed to go here and there to collect things in order to be this tall to ride this dungeon. It was fine and fun for the game to go around and meet people to get ideas and clues. One of the problem to figure out is with the monster lore. If Xyroblax can be given a penalty by fruit thrown at him, this is cool. The next time the players encounter him in another campaign they will know this. Saying your characters do not know this since you did not collect the fruit card from the hermit might be one way to gatekeep, but it might also be one way to anger players. We had a few threads on player vs character knowledge with one being fire and trolls. Some argue that the PCs would never know trolls are hurt by fire until they encounter them, while others said that the PC growing up in the town where trolls are about would know that as it is told to the kids to remember. In a world where everything is new, it is cool to learn the secrets, but once they are learned, it is hard to forget. This brings up the part of backgrounds and what the Pc did before becoming 1st level. Would they know fruit is a weakness of a monster if they studies with great swordsmen or studied in the arcane tower? If the PC spent time and resources into making a 'learned' PC with all the monster skills- should he know more than the others? Another cool idea or problem is to have the large, cool map to start with. All the video games have a cool map or part of one that opens as you explore. If the campaign starts with the PCs teleported to some new place then cool- here is what you know and where do you want to go. I had a campaign once where each PC started with a simple area map of the kingdom and I added more to each player that the other did not have or only some had. A few things were simple like the a town that the other did not know was there or or more secret such as a dungeon location. It took the players a while to figure this out and was a big his when they did. I do not know if I can do that again with the same group of players though. Having the big map and just asking where to go incentivizes the exploration part. You need a town, then go find one. Same for just abut everything else. Again the problem becomes that the characters should likely know some of the stuff. Seems like a big problem to tackle and I wish you luck. Making the world fun to play over and over is the hard part. [/QUOTE]
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