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Why Exploration Is the Worst Pillar
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<blockquote data-quote="Monayuris" data-source="post: 8051788" data-attributes="member: 6859536"><p>That sounds like a tough situation. </p><p></p><p>Honestly, I am a DM that if I wanted there to be a golem in an area I would put it there and not worry about it. Then again, when I design environments, I try not to lock down progress. What I mean is that the golem may be guarding an area with some good treasure or another reward, but I make no demand that the players must fight that golem. In my environments, if you see a golem and don't want to fight it, you can usually avoid it and go somewhere else.</p><p></p><p>The flip side to this is that the golem presents a challenge that needs to be figured out. If you need a certain spell to counteract its affliction, then maybe you can adventure to get a scroll of that spell. Or maybe it opens up role-playing opportunities with a higher level druid that can add to the campaign. Or there can be a way for the players to circumvent the golem or trick it or maneuver it out of position.</p><p></p><p>The point of some monsters is to be so much of a challenge that you need to develop 'outside the box' strategies to overcome them. It breaks the normal encounter monster/fight monster routine. </p><p></p><p></p><p></p><p>It looks like I need to check this out and mine it for ideas. I like some of the concepts you describe.</p><p></p><p>I've done some things similar in my hex crawl. I have a calendar with moon phases. I have areas of my world that open only on full moons. I also have stone henges coded with sigils. If you collect the correct magic items with the correct sigils you can teleport to different henges (like Stargate).</p><p></p><p>I've always liked playing Metroid. It was a game where you had to kind of explore around and sometimes you can't open a door right by the start until you find a key later on. As an example and I haven't found a place for it yet, but I'd like to put a room in a dungeon with a glass floor that looks on a treasure vault. Except it shows no clear way to get to it. Let the players try to figure out a way to the vault.</p></blockquote><p></p>
[QUOTE="Monayuris, post: 8051788, member: 6859536"] That sounds like a tough situation. Honestly, I am a DM that if I wanted there to be a golem in an area I would put it there and not worry about it. Then again, when I design environments, I try not to lock down progress. What I mean is that the golem may be guarding an area with some good treasure or another reward, but I make no demand that the players must fight that golem. In my environments, if you see a golem and don't want to fight it, you can usually avoid it and go somewhere else. The flip side to this is that the golem presents a challenge that needs to be figured out. If you need a certain spell to counteract its affliction, then maybe you can adventure to get a scroll of that spell. Or maybe it opens up role-playing opportunities with a higher level druid that can add to the campaign. Or there can be a way for the players to circumvent the golem or trick it or maneuver it out of position. The point of some monsters is to be so much of a challenge that you need to develop 'outside the box' strategies to overcome them. It breaks the normal encounter monster/fight monster routine. It looks like I need to check this out and mine it for ideas. I like some of the concepts you describe. I've done some things similar in my hex crawl. I have a calendar with moon phases. I have areas of my world that open only on full moons. I also have stone henges coded with sigils. If you collect the correct magic items with the correct sigils you can teleport to different henges (like Stargate). I've always liked playing Metroid. It was a game where you had to kind of explore around and sometimes you can't open a door right by the start until you find a key later on. As an example and I haven't found a place for it yet, but I'd like to put a room in a dungeon with a glass floor that looks on a treasure vault. Except it shows no clear way to get to it. Let the players try to figure out a way to the vault. [/QUOTE]
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