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General Tabletop Discussion
*Dungeons & Dragons
Why Exploration Is the Worst Pillar
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<blockquote data-quote="Shiroiken" data-source="post: 8046815" data-attributes="member: 6775477"><p>I think it's a matter of taste and style. I'm old school, so for me Exploration is the primary pillar. I've worked out an exploration turn system for exploring dungeons, small site, settlements, and even overland travel. By adding in random encounters and/or time based events (the encounters are not necessarily combat), it makes the amount of time the players spend exploring matter, while also giving them player agency to decide what is and is not important. For a group of players like the OP, they could easily jump between points of interest quickly, at the risk of missing something important. Conversely, a group of players like myself could spend a lot of time in and out of character checking out everything, at the risk of extra hazards.</p><p></p><p>For a short concept of it, I break down exploration time into turns that represent an amount of time based on where things are taking place. Dungeons are 1 minute, small sites are 10 minutes, settlements are 1 hour, while overland travel is set into times of day (dawn, morning, noon, afternoon, evening, night). The players set their standard activities, similar to the standard travel rules, but I break things up a bit (searching for enemies, searching for traps/secrets, searching an area/large object). If the party comes across something different the players want/must interact with, it starts a new turn (with new activities based on what appeared).</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 8046815, member: 6775477"] I think it's a matter of taste and style. I'm old school, so for me Exploration is the primary pillar. I've worked out an exploration turn system for exploring dungeons, small site, settlements, and even overland travel. By adding in random encounters and/or time based events (the encounters are not necessarily combat), it makes the amount of time the players spend exploring matter, while also giving them player agency to decide what is and is not important. For a group of players like the OP, they could easily jump between points of interest quickly, at the risk of missing something important. Conversely, a group of players like myself could spend a lot of time in and out of character checking out everything, at the risk of extra hazards. For a short concept of it, I break down exploration time into turns that represent an amount of time based on where things are taking place. Dungeons are 1 minute, small sites are 10 minutes, settlements are 1 hour, while overland travel is set into times of day (dawn, morning, noon, afternoon, evening, night). The players set their standard activities, similar to the standard travel rules, but I break things up a bit (searching for enemies, searching for traps/secrets, searching an area/large object). If the party comes across something different the players want/must interact with, it starts a new turn (with new activities based on what appeared). [/QUOTE]
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Why Exploration Is the Worst Pillar
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