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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Today I am working on Exploration Challenges
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<blockquote data-quote="tetrasodium" data-source="post: 8237640" data-attributes="member: 93670"><p>from the sounds of it, think of it like trying to navigate that awful puddle between you & your car. It's not exactly hard to spend a few minutes hopping between islands & near islands to the point that even total failure probably won't be that bad just on a much larger scale. Even "lets go slow & play it safe" can leave you as the gm a ton of room to narrate tension & drama or present choices.. "how do you guys want to navigate the wagon with the provisions though this area up ahead where bit of terrain it looks like a huge stretch of irridescent.... <em>wince like your searching for a word</em> .... <em>liquid</em> up to the left & to the right is.. well... your fairly certain those <em>were</em> moles & your going to need to be careful getting your mule/horses across without breaking a leg in a mole hole... You guys can probably do either one but I want to hear your thoughts on how" Over time they will start realizing that they can have a lot of fun thinking up creative solutions to low stakes problems & still keep applying those beefed up braincells in ways that surprise you when it counts. </p><p></p><p>That also covers the describing things like supplies getting lost with the treants, players won't feel too bad if they were awesome at doing things to make sure it was<em> only</em> two supplies when it sounded like it could have been so much worse if not for how bob really leapt in there while alice & chuck were trying to slice the vines growing into them away. It doesn't say there are vines & it might not say a treant can do anything with vines, but nobody will care while being awesome. & seeming to save the day when it's past and they are clapping themselves on each other's backs</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8237640, member: 93670"] from the sounds of it, think of it like trying to navigate that awful puddle between you & your car. It's not exactly hard to spend a few minutes hopping between islands & near islands to the point that even total failure probably won't be that bad just on a much larger scale. Even "lets go slow & play it safe" can leave you as the gm a ton of room to narrate tension & drama or present choices.. "how do you guys want to navigate the wagon with the provisions though this area up ahead where bit of terrain it looks like a huge stretch of irridescent.... [I]wince like your searching for a word[/I] .... [I]liquid[/I] up to the left & to the right is.. well... your fairly certain those [I]were[/I] moles & your going to need to be careful getting your mule/horses across without breaking a leg in a mole hole... You guys can probably do either one but I want to hear your thoughts on how" Over time they will start realizing that they can have a lot of fun thinking up creative solutions to low stakes problems & still keep applying those beefed up braincells in ways that surprise you when it counts. That also covers the describing things like supplies getting lost with the treants, players won't feel too bad if they were awesome at doing things to make sure it was[I] only[/I] two supplies when it sounded like it could have been so much worse if not for how bob really leapt in there while alice & chuck were trying to slice the vines growing into them away. It doesn't say there are vines & it might not say a treant can do anything with vines, but nobody will care while being awesome. & seeming to save the day when it's past and they are clapping themselves on each other's backs [/QUOTE]
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Level Up: Advanced 5th Edition (A5E)
Today I am working on Exploration Challenges
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