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Why Exploration Is the Worst Pillar
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<blockquote data-quote="turnip_farmer" data-source="post: 8373847" data-attributes="member: 7029365"><p>It was an idea from the Angry GM. The idea is that, as time passes in the game world, the GM adds dice into a bowl. If I remember the idea right, when there a six dice, the GM rolls them, and any show up a 1, you get a complication, like a wandering monster.</p><p></p><p>Basically, if players are more likely to run into monsters or whatever the more time they spend mucking about, you want a visceral way for them to understand how much time they're spending on different tasks. It's a tool to create tension and drive them to action when there is a time pressure.</p><p></p><p>I'm not sure it's the right tool for encouraging exploration, since it's whole purpose is to get the players moving, and spend less time poking at things.</p></blockquote><p></p>
[QUOTE="turnip_farmer, post: 8373847, member: 7029365"] It was an idea from the Angry GM. The idea is that, as time passes in the game world, the GM adds dice into a bowl. If I remember the idea right, when there a six dice, the GM rolls them, and any show up a 1, you get a complication, like a wandering monster. Basically, if players are more likely to run into monsters or whatever the more time they spend mucking about, you want a visceral way for them to understand how much time they're spending on different tasks. It's a tool to create tension and drive them to action when there is a time pressure. I'm not sure it's the right tool for encouraging exploration, since it's whole purpose is to get the players moving, and spend less time poking at things. [/QUOTE]
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Why Exploration Is the Worst Pillar
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