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<blockquote data-quote="Sunseeker" data-source="post: 6666920"><p>Since I don't randomly generate my games:</p><p></p><p>3/8 is exploration, which includes simple exploration (we travel through the forest!) to challenging exploration (skill checks through dangerous terrain) to mixed exploration (exploration that could result in combat, but may not).</p><p>2/8 is strict combat. These are always going to be fights, you may choose not to fight them, but there is no option here to 'talk them down'. Avoidance is possible though outmaneuvering the enemy, but it's designed to be a fight.</p><p>2/8 is soft social. Soft social is any situation which is intended to be resolved through words rather than the sword, but the option to use a sword remains. I don't build "hard social" encounters where my players have no choice but to talk their way out. </p><p>1/8 is "empty". These are open plains, empty deserts, pre-looted dungeons. They serve some purpose, but they are not a challenge and they provide no reward. They are generally for giving players leads towards the other parts of the game.</p><p></p><p>I don't see how people are responding so much with "it depends". Don't you pre-plan what a certain area is going to be or do you just write "King" on your notes and make it all up when the party gets there? Because that's the only way I can see it as "it depends". Yes, every campaign is going to be different but I'd imagine you have some forethought as to if this campaign will include favor certain types of play over others and what parts of the game it will do so in.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 6666920"] Since I don't randomly generate my games: 3/8 is exploration, which includes simple exploration (we travel through the forest!) to challenging exploration (skill checks through dangerous terrain) to mixed exploration (exploration that could result in combat, but may not). 2/8 is strict combat. These are always going to be fights, you may choose not to fight them, but there is no option here to 'talk them down'. Avoidance is possible though outmaneuvering the enemy, but it's designed to be a fight. 2/8 is soft social. Soft social is any situation which is intended to be resolved through words rather than the sword, but the option to use a sword remains. I don't build "hard social" encounters where my players have no choice but to talk their way out. 1/8 is "empty". These are open plains, empty deserts, pre-looted dungeons. They serve some purpose, but they are not a challenge and they provide no reward. They are generally for giving players leads towards the other parts of the game. I don't see how people are responding so much with "it depends". Don't you pre-plan what a certain area is going to be or do you just write "King" on your notes and make it all up when the party gets there? Because that's the only way I can see it as "it depends". Yes, every campaign is going to be different but I'd imagine you have some forethought as to if this campaign will include favor certain types of play over others and what parts of the game it will do so in. [/QUOTE]
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