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Updated Adventure: Goblin Raiders
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<blockquote data-quote="velkymx" data-source="post: 9609620" data-attributes="member: 6698851"><p>I totally get where you're coming from. Player agency, right? You're right, not everyone wants to sit down for a chat with every NPC they stumble across. Now, they can just peace out if they want, I updated it to reflect that.</p><p></p><p>But here’s the thing, and I think this is where we might see things a little differently. That NPC encounter? It's not just some random chit-chat. I designed it specifically to be a kind of tutorial for non-combat interactions. I wanted a low-stakes way for players and GMs to get the hang of it. Especially for newbies, learning how to talk their way through a situation, barter, learn rumors, etc is just as important as learning how to swing a sword, you know?</p><p></p><p>And that trail? It's not just a straight line to the ruins. It's supposed to teach exploration. I wanted the journey to feel like, well, a journey. Like, the environment matters, and your choices have consequences. If you mess up, you might lose time, drop something, or run into a minor obstacle. It's not about blocking progress, it’s about making the world feel reactive. Without that, it’s just a boring walk, and I wanted it to feel like an adventure.</p><p></p><p>I hear you on the unnecessary rolls, though. I totally agree. If failing doesn’t actually <em>do</em> anything, why bother?</p><p></p><p>Combat is definitely a big draw, and the goblin fight is where all the combat mechanics shine. But honestly? I think too many RPGs just hand-wave the non-combat stuff. It’s like, “Okay, you’re done talking, now go fight!” I wanted to show that exploration and social interactions are just as important. It’s about building a well-rounded experience. If a group just wants to smash goblins, they can skip ahead. But for new players, I wanted them to learn the whole system, not just the combat.</p><p></p><p>Anyway, I appreciate the feedback.</p></blockquote><p></p>
[QUOTE="velkymx, post: 9609620, member: 6698851"] I totally get where you're coming from. Player agency, right? You're right, not everyone wants to sit down for a chat with every NPC they stumble across. Now, they can just peace out if they want, I updated it to reflect that. But here’s the thing, and I think this is where we might see things a little differently. That NPC encounter? It's not just some random chit-chat. I designed it specifically to be a kind of tutorial for non-combat interactions. I wanted a low-stakes way for players and GMs to get the hang of it. Especially for newbies, learning how to talk their way through a situation, barter, learn rumors, etc is just as important as learning how to swing a sword, you know? And that trail? It's not just a straight line to the ruins. It's supposed to teach exploration. I wanted the journey to feel like, well, a journey. Like, the environment matters, and your choices have consequences. If you mess up, you might lose time, drop something, or run into a minor obstacle. It's not about blocking progress, it’s about making the world feel reactive. Without that, it’s just a boring walk, and I wanted it to feel like an adventure. I hear you on the unnecessary rolls, though. I totally agree. If failing doesn’t actually [I]do[/I] anything, why bother? Combat is definitely a big draw, and the goblin fight is where all the combat mechanics shine. But honestly? I think too many RPGs just hand-wave the non-combat stuff. It’s like, “Okay, you’re done talking, now go fight!” I wanted to show that exploration and social interactions are just as important. It’s about building a well-rounded experience. If a group just wants to smash goblins, they can skip ahead. But for new players, I wanted them to learn the whole system, not just the combat. Anyway, I appreciate the feedback. [/QUOTE]
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