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Why Exploration Is the Worst Pillar
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<blockquote data-quote="Li Shenron" data-source="post: 8051856" data-attributes="member: 1465"><p>I like it, sounds like your players did too. I am also a fan of sandbox-y games and having monsters exist independently of the PC's level, but I would definitely protect them from an unfair TPK.</p><p></p><p></p><p></p><p>The key for me is to deliver a sense of urgency and pressure to the <em>characters</em> rather than the players.</p><p></p><p>As a player I certainly do not like seeing a DM pulling out a stopwatch or hourglass and force me to act without thinking. It makes me feel like I am forced to play badly in order to play quickly.</p><p></p><p>OTOH the characters probably should at least sometimes have pressure. I haven't played the ToA but it doesn't sound bad per se that the PCs have one week, although I can imagine that if the adventure gives you little clue how to find the tomb and makes you wander around for miles then there is obviously a mismatch there.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 8051856, member: 1465"] I like it, sounds like your players did too. I am also a fan of sandbox-y games and having monsters exist independently of the PC's level, but I would definitely protect them from an unfair TPK. The key for me is to deliver a sense of urgency and pressure to the [I]characters[/I] rather than the players. As a player I certainly do not like seeing a DM pulling out a stopwatch or hourglass and force me to act without thinking. It makes me feel like I am forced to play badly in order to play quickly. OTOH the characters probably should at least sometimes have pressure. I haven't played the ToA but it doesn't sound bad per se that the PCs have one week, although I can imagine that if the adventure gives you little clue how to find the tomb and makes you wander around for miles then there is obviously a mismatch there. [/QUOTE]
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Why Exploration Is the Worst Pillar
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