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Why Exploration Is the Worst Pillar
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<blockquote data-quote="Monayuris" data-source="post: 8050996" data-attributes="member: 6859536"><p>Sounds like you have had some really bad experiences with the Exploration pillar of the game.</p><p></p><p>Which is fair. Modern D&D does not support Exploration well, and modern adventures written for modern D&D do not use it correctly. Which is why it seems to suck so much.</p><p></p><p>Exploration works best when the journey is more important than the destination. Which is not what modern D&D adventure design does. </p><p></p><p>Modern adventure design is more plot-based and story-based. WoTC literally refers to their major adventures as story-lines. Modern adventure design asks the Exploration pillar to be the transport from one plot point/story beat to the next. But that creates a false expectation because Exploration implies that there is meaning and purpose to interacting with the world around you. In reality, it is just treated as the filler between the chapters of the story( or as they call it, adventure).</p><p></p><p>Modern D&D treats the Exploration pillar as roll a skill check to experience the next part of the plot. When presented in this manner, I agree, that it is very unsatisfying.</p><p></p><p>When implemented and executed well, Exploration is my favorite part of D&D Discovering a fantastic world, and dealing with the challenge of interacting with a compelling dungeon and wilderness environment is what makes D&D special to me.</p></blockquote><p></p>
[QUOTE="Monayuris, post: 8050996, member: 6859536"] Sounds like you have had some really bad experiences with the Exploration pillar of the game. Which is fair. Modern D&D does not support Exploration well, and modern adventures written for modern D&D do not use it correctly. Which is why it seems to suck so much. Exploration works best when the journey is more important than the destination. Which is not what modern D&D adventure design does. Modern adventure design is more plot-based and story-based. WoTC literally refers to their major adventures as story-lines. Modern adventure design asks the Exploration pillar to be the transport from one plot point/story beat to the next. But that creates a false expectation because Exploration implies that there is meaning and purpose to interacting with the world around you. In reality, it is just treated as the filler between the chapters of the story( or as they call it, adventure). Modern D&D treats the Exploration pillar as roll a skill check to experience the next part of the plot. When presented in this manner, I agree, that it is very unsatisfying. When implemented and executed well, Exploration is my favorite part of D&D Discovering a fantastic world, and dealing with the challenge of interacting with a compelling dungeon and wilderness environment is what makes D&D special to me. [/QUOTE]
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