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Why Exploration Is the Worst Pillar
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<blockquote data-quote="mrpopstar" data-source="post: 8372862" data-attributes="member: 25352"><p>I understand. When I hear "script" I think "railroad." It's very true that published adventures do have a general course of action and prescribed direction, which has its place.</p><p></p><p>Personally, I only engage with published adventures in public play.</p><p></p><p></p><p></p><p>I've taken from my interactions with this community that my experience playing Dungeons & Dragons is... different? I don't know what the right word is.</p><p></p><p></p><p>I think this is all very dependent upon the Dungeon Master. This has not been my experience.</p><p></p><p></p><p>If you follow the book, it instructs you to create a home base (a fully fleshed out settlement), create a local region (at province scale that would include at least one town and roughly eight to twelve villages), and then craft a starting adventure.</p><p></p><p>From there the players should have free rein to explore the area, interact with all of the NPCs you've populated the settlements with, and delve into the dungeons you've created. There's no script.</p><p></p><p>While they're doing that you focus on building out the larger kingdom they'll explore as they reach a higher tier. This includes mainly towns and cities and multiple terrain types, really leaning into exploration. You populate all those places and prep all the bigger, meaner dungeons they'll discover. There's no script.</p><p></p><p>There may be a larger plot, or something world-shattering that's taking place, but a campaign doesn't have to be "we're 1st level and have to do this one thing until we reach 11th level." The big bad evil villain could be masterminding a great deal, and the eventual climax may be destroying them, but it doesn't have to be so formulaic unless you want it to be. There's no script.</p><p></p><p>In many ways, it bums me out to hear that. I'm sorry that people have to slog through something that has a prescribed course of action.</p><p style="text-align: right"><span style="font-size: 10px">Edit: Formatting.</span></p></blockquote><p></p>
[QUOTE="mrpopstar, post: 8372862, member: 25352"] I understand. When I hear "script" I think "railroad." It's very true that published adventures do have a general course of action and prescribed direction, which has its place. Personally, I only engage with published adventures in public play. I've taken from my interactions with this community that my experience playing Dungeons & Dragons is... different? I don't know what the right word is. I think this is all very dependent upon the Dungeon Master. This has not been my experience. If you follow the book, it instructs you to create a home base (a fully fleshed out settlement), create a local region (at province scale that would include at least one town and roughly eight to twelve villages), and then craft a starting adventure. From there the players should have free rein to explore the area, interact with all of the NPCs you've populated the settlements with, and delve into the dungeons you've created. There's no script. While they're doing that you focus on building out the larger kingdom they'll explore as they reach a higher tier. This includes mainly towns and cities and multiple terrain types, really leaning into exploration. You populate all those places and prep all the bigger, meaner dungeons they'll discover. There's no script. There may be a larger plot, or something world-shattering that's taking place, but a campaign doesn't have to be "we're 1st level and have to do this one thing until we reach 11th level." The big bad evil villain could be masterminding a great deal, and the eventual climax may be destroying them, but it doesn't have to be so formulaic unless you want it to be. There's no script. In many ways, it bums me out to hear that. I'm sorry that people have to slog through something that has a prescribed course of action. [RIGHT][SIZE=2]Edit: Formatting.[/SIZE][/RIGHT] [/QUOTE]
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