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Three pillars: what is "exploration"?
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<blockquote data-quote="robus" data-source="post: 7170383" data-attributes="member: 6801558"><p>Well there's the rub. If it's not done well then it can easily become boring so probably best not to risk it and just skip over to a talking/fighting bit. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>The problem is, if the players don't have useful decisions to make then they're going to tune out. So the exploration encounters need to have something actionable (or at least many of them should) so that the players can productively interact with them and gain something in return: sustenance, a clue as to the nature of nearby monsters, locating some enticing ruins. Your list was great in that regard, but that doesn't seem to be the norm.</p></blockquote><p></p>
[QUOTE="robus, post: 7170383, member: 6801558"] Well there's the rub. If it's not done well then it can easily become boring so probably best not to risk it and just skip over to a talking/fighting bit. :) The problem is, if the players don't have useful decisions to make then they're going to tune out. So the exploration encounters need to have something actionable (or at least many of them should) so that the players can productively interact with them and gain something in return: sustenance, a clue as to the nature of nearby monsters, locating some enticing ruins. Your list was great in that regard, but that doesn't seem to be the norm. [/QUOTE]
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Three pillars: what is "exploration"?
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