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Community
General Tabletop Discussion
*Dungeons & Dragons
Why Exploration Is the Worst Pillar
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<blockquote data-quote="Ovinomancer" data-source="post: 8373083" data-attributes="member: 16814"><p>This is a clever hiding of the pea, though. It's not actually static, because it's not shared, and the GM can change it (and is expected to if an error or omission is discovered, even in classic play) at anytime prior to introduction. Further, anything in the dungeon is only there because the GM chose it so, so decrying responsibility due to the mask of impartial referee seems like you've just used slight of hand to flip the pea into your lap so it's not under any of the shells.</p><p></p><p>No, I'm saying that it's muddled because each of those GMs has to decide for themselves how it works. You're picking out trees, I'm pointing to the forest. There's no central resolution loop for exploration. There is one for combat. There's even one presented for social, even if it's essentially a suggested option. There's nothing at all for exploration. Even the adventures provided aren't uniform in how they do this, even inside the same encounter sometimes!</p><p></p><p>Okay, but you're incorrect. There are options and suggestions offered that you've kitbashed into a structure, but nothing in the 5e rulebook says this is the structure. At best it's a structure, and not the only one. Honestly, "the GM decides" is a functional structure -- it's clearly worked across multiple editions. 5e leans most heavily on it as structure, though. And, from a player perspective, unless the GM is uncommonly express about their approach, this means that any structure is invisible and they have to guess how things work (this goes to agency). Honestly, most players are trained to accept this as normal. So much so that 4e was very controversial because it said the quiet things out loud and without shame.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8373083, member: 16814"] This is a clever hiding of the pea, though. It's not actually static, because it's not shared, and the GM can change it (and is expected to if an error or omission is discovered, even in classic play) at anytime prior to introduction. Further, anything in the dungeon is only there because the GM chose it so, so decrying responsibility due to the mask of impartial referee seems like you've just used slight of hand to flip the pea into your lap so it's not under any of the shells. No, I'm saying that it's muddled because each of those GMs has to decide for themselves how it works. You're picking out trees, I'm pointing to the forest. There's no central resolution loop for exploration. There is one for combat. There's even one presented for social, even if it's essentially a suggested option. There's nothing at all for exploration. Even the adventures provided aren't uniform in how they do this, even inside the same encounter sometimes! Okay, but you're incorrect. There are options and suggestions offered that you've kitbashed into a structure, but nothing in the 5e rulebook says this is the structure. At best it's a structure, and not the only one. Honestly, "the GM decides" is a functional structure -- it's clearly worked across multiple editions. 5e leans most heavily on it as structure, though. And, from a player perspective, unless the GM is uncommonly express about their approach, this means that any structure is invisible and they have to guess how things work (this goes to agency). Honestly, most players are trained to accept this as normal. So much so that 4e was very controversial because it said the quiet things out loud and without shame. [/QUOTE]
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Why Exploration Is the Worst Pillar
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