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Why Exploration Is the Worst Pillar
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<blockquote data-quote="Lanefan" data-source="post: 8049212" data-attributes="member: 29398"><p>Which means it worked as intended: they're not going to look behind the fourth door where all the loot is. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>If it doesn't feel like real life in some ways when I try to think like my character and see the world through its eyes then my character's going to become nothing more than a game token.</p><p></p><p>And real life ain't perfect. I don't always have complete or correct information. Why should I have any expectation of the game world being any different?</p><p></p><p>Of course they did!</p><p></p><p>What player anywhere is <strong>not</strong> going to vote to decrease punishments on their character, when given the choice? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Might be too late to sort that with this group of players. Ideally you want the opposite: that the positives are what's remembered even when most of the session was negatives, and that can only come by setting an early tone of positives being less common and sticking to it.</p><p></p><p>I tend to play my monsters like idiots sometimes, even when I shouldn't. I blame beer. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I make it very clear right up front that bad things are inevitably going to happen to the characters. They can either believe me then or believe me later when those bad things come around. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lanefan, post: 8049212, member: 29398"] Which means it worked as intended: they're not going to look behind the fourth door where all the loot is. :) If it doesn't feel like real life in some ways when I try to think like my character and see the world through its eyes then my character's going to become nothing more than a game token. And real life ain't perfect. I don't always have complete or correct information. Why should I have any expectation of the game world being any different? Of course they did! What player anywhere is [B]not[/B] going to vote to decrease punishments on their character, when given the choice? :) Might be too late to sort that with this group of players. Ideally you want the opposite: that the positives are what's remembered even when most of the session was negatives, and that can only come by setting an early tone of positives being less common and sticking to it. I tend to play my monsters like idiots sometimes, even when I shouldn't. I blame beer. :) I make it very clear right up front that bad things are inevitably going to happen to the characters. They can either believe me then or believe me later when those bad things come around. :) [/QUOTE]
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