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The 10-foot pole, antithesis of what adventuring should be?
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<blockquote data-quote="Odhanan" data-source="post: 3053069" data-attributes="member: 12324"><p>Interesting quote here. That makes me want to discuss it further, apart of the whole lever discussion going on in the <a href="http://www.enworld.org/forums/showthread.php?t=172293" target="_blank">thread it comes from</a>. </p><p></p><p>The 10-foot pole being abhorrent or not depends on what someone defines as <strong>adventuring</strong>. If you define adventuring as some type of travel made up of deeds performed by heroes, it begs the question of cautiousness of the hero/adventurer.</p><p></p><p>Is it antithetical for a hero to be cautious? And there, in some respects, I can see where it appears to be. After all, a hero is someone who steps up against some threat or goes toward danger that "ordinary people" would not or could not confront themselves. The hero always does something beyond the reach of ordinary men, crosses the threshold no mundane man (or woman, this is intended to be gender neutral here) would. Often, the hero starts as an ordinary man, but the fact of stepping up to the plate and answering to the call to adventure makes him a hero. An adventurer. </p><p></p><p>This is part of the genre on which D&D is based. But does D&D reflect this aspect of adventuring? By concentrating on <em>dungeoneering</em> as a near synonym to the adventure, didn't D&D twist some aspects of what heroes are supposed to be? Indeed, using 10-foot poles and being cautious while exploring a dungeon makes sense in a lot of circumstances, but does this cautiousness affect the status of "adventurers" the PCs enjoy? </p><p></p><p>Beyond this, does it actually matter? If the fun of the game is to explore dungeons, kill monsters, loot the corpses and sell the stuff back to town, does it actually matter if the PCs aren't "heroes" in a more classical sense of the word? I don't think it matters, personally, especially if you make the game world reflect D&D's twists on the topic and it all makes sense because of it (If for instance you are an adventurer in Ptolus, it makes sense to be very cautious while exploring "The Dungeon". After all, many delvers came before you, and many will come after you. There is the Delver's Guild too, and such a cautiousness is part of the basics adventurers share with each other when meeting at the Guild or Delver's Square etc.). It also doesn't matter because other elements of the game which complement the dungeon delving may actually reflect these heroic components - the opponents faced, the plot of the adventure and campaign (i.e. why the PCs are delving as opposed to the fact they delve), and so on, so forth. </p><p></p><p>I think it's an interesting topic, and would like your input on this. Do you think the 10-foot pole is the antithesis of adventuring? Why? What is your take on this? Let's read what you think and hopefully, discuss it further. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Odhanan, post: 3053069, member: 12324"] Interesting quote here. That makes me want to discuss it further, apart of the whole lever discussion going on in the [url=http://www.enworld.org/forums/showthread.php?t=172293]thread it comes from[/url]. The 10-foot pole being abhorrent or not depends on what someone defines as [b]adventuring[/b]. If you define adventuring as some type of travel made up of deeds performed by heroes, it begs the question of cautiousness of the hero/adventurer. Is it antithetical for a hero to be cautious? And there, in some respects, I can see where it appears to be. After all, a hero is someone who steps up against some threat or goes toward danger that "ordinary people" would not or could not confront themselves. The hero always does something beyond the reach of ordinary men, crosses the threshold no mundane man (or woman, this is intended to be gender neutral here) would. Often, the hero starts as an ordinary man, but the fact of stepping up to the plate and answering to the call to adventure makes him a hero. An adventurer. This is part of the genre on which D&D is based. But does D&D reflect this aspect of adventuring? By concentrating on [i]dungeoneering[/i] as a near synonym to the adventure, didn't D&D twist some aspects of what heroes are supposed to be? Indeed, using 10-foot poles and being cautious while exploring a dungeon makes sense in a lot of circumstances, but does this cautiousness affect the status of "adventurers" the PCs enjoy? Beyond this, does it actually matter? If the fun of the game is to explore dungeons, kill monsters, loot the corpses and sell the stuff back to town, does it actually matter if the PCs aren't "heroes" in a more classical sense of the word? I don't think it matters, personally, especially if you make the game world reflect D&D's twists on the topic and it all makes sense because of it (If for instance you are an adventurer in Ptolus, it makes sense to be very cautious while exploring "The Dungeon". After all, many delvers came before you, and many will come after you. There is the Delver's Guild too, and such a cautiousness is part of the basics adventurers share with each other when meeting at the Guild or Delver's Square etc.). It also doesn't matter because other elements of the game which complement the dungeon delving may actually reflect these heroic components - the opponents faced, the plot of the adventure and campaign (i.e. why the PCs are delving as opposed to the fact they delve), and so on, so forth. I think it's an interesting topic, and would like your input on this. Do you think the 10-foot pole is the antithesis of adventuring? Why? What is your take on this? Let's read what you think and hopefully, discuss it further. :) [/QUOTE]
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