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Why Exploration Is the Worst Pillar
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<blockquote data-quote="Asisreo" data-source="post: 8048124" data-attributes="member: 7019027"><p>I'd agree it <em>shouldn't</em> but it's a matter of psychology. If you want to encourage behavior, you reward the behavior. If you want to discourage a behavior, you punish it. </p><p></p><p>Participation Trophies work, but there's a bit more to it than reducing it to participation trophies. </p><p></p><p></p><p>A party is more likely to just ignore a door they aren't supposed to open. And if they ignore it, what was the point of putting it there in the first place? It'll also confuse the players, because they'll think your descriptions are less interactive and more narrative. There's a door there, but is really a door or is it another stage-set? </p><p></p><p></p><p>Nobody really likes to look at nothing, though. It's boring and it wastes time on describing the nothing rather than actually playing the game. </p><p></p><p></p><p>Gaining something for searching a room isn't necessarily giving them a participation trophy because they won't know they didn't truly earn it. You don't tell a child they'll get sweets everytime they play, you tell them they get sweets everytime they play well. That not only reinforces that they got the sweets of their own power, despite you planning on giving them the sweets regardless, it gives you power to go back on the idea of rewarding <em>everything</em> since it was never an agreed upon condition anyways. </p><p></p><p>It's not like they can re-search a room over and over to find infinite gold, you tell them they didn't earn it. Likewise, if they roll so pathetically low because they had the guy with terrible perception search, they don't find anything because they didn't earn it, even if the criteria for earning it was hardly an inconvenience. </p><p></p><p></p><p>I structure my dungeons fairly similarly. Despite my constant rewards, players tend to miss 1-2 treasure hoards in a dungeon because they either forgot to inspect something or they didn't think about it. </p><p></p><p>By dread, I don't mean fear. It's perfectly fine if a player hears your description of a crimson dragon opening it's maw and preparing to unleash a shower of flames. That's awesome. It's not awesome when players hear you say roll initiative for the group of mooks and the players audibly groan and bang their head on the table while a player turns on the shredder preparing to recycle the leftover of their characters. </p><p></p><p></p><p>Most attacks from a balanced fight are designed to hit based on the bounded accuracy. AC doesn't get all that high even at high levels while to-hit goes into the +11's to +13's. It's rare to come up against an enemy whose AC drops your hit percent below 55%. Spells almost always do some form of damage as a guarantee. Even if the enemy succeeds against the save, the caster will get to roll their damage dice. </p><p></p><p></p><p>Of course, exploration needn't be low risk-low reward. Traps up the ante for collecting treasure. It makes it very tense when the party finds an obviously booby-trapped cache where they must find the mechanism, disarm it, then grab the treasure without activating the trap. And it won't feel like they merely participated since they did have to make hard decisions and perform difficult tasks to acquire what they earned, and with a risk of damage or worse.</p></blockquote><p></p>
[QUOTE="Asisreo, post: 8048124, member: 7019027"] I'd agree it [I]shouldn't[/I] but it's a matter of psychology. If you want to encourage behavior, you reward the behavior. If you want to discourage a behavior, you punish it. Participation Trophies work, but there's a bit more to it than reducing it to participation trophies. A party is more likely to just ignore a door they aren't supposed to open. And if they ignore it, what was the point of putting it there in the first place? It'll also confuse the players, because they'll think your descriptions are less interactive and more narrative. There's a door there, but is really a door or is it another stage-set? Nobody really likes to look at nothing, though. It's boring and it wastes time on describing the nothing rather than actually playing the game. Gaining something for searching a room isn't necessarily giving them a participation trophy because they won't know they didn't truly earn it. You don't tell a child they'll get sweets everytime they play, you tell them they get sweets everytime they play well. That not only reinforces that they got the sweets of their own power, despite you planning on giving them the sweets regardless, it gives you power to go back on the idea of rewarding [I]everything[/I] since it was never an agreed upon condition anyways. It's not like they can re-search a room over and over to find infinite gold, you tell them they didn't earn it. Likewise, if they roll so pathetically low because they had the guy with terrible perception search, they don't find anything because they didn't earn it, even if the criteria for earning it was hardly an inconvenience. I structure my dungeons fairly similarly. Despite my constant rewards, players tend to miss 1-2 treasure hoards in a dungeon because they either forgot to inspect something or they didn't think about it. By dread, I don't mean fear. It's perfectly fine if a player hears your description of a crimson dragon opening it's maw and preparing to unleash a shower of flames. That's awesome. It's not awesome when players hear you say roll initiative for the group of mooks and the players audibly groan and bang their head on the table while a player turns on the shredder preparing to recycle the leftover of their characters. Most attacks from a balanced fight are designed to hit based on the bounded accuracy. AC doesn't get all that high even at high levels while to-hit goes into the +11's to +13's. It's rare to come up against an enemy whose AC drops your hit percent below 55%. Spells almost always do some form of damage as a guarantee. Even if the enemy succeeds against the save, the caster will get to roll their damage dice. Of course, exploration needn't be low risk-low reward. Traps up the ante for collecting treasure. It makes it very tense when the party finds an obviously booby-trapped cache where they must find the mechanism, disarm it, then grab the treasure without activating the trap. And it won't feel like they merely participated since they did have to make hard decisions and perform difficult tasks to acquire what they earned, and with a risk of damage or worse. [/QUOTE]
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