Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
Why Exploration Is the Worst Pillar
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Swarmkeeper" data-source="post: 8374981" data-attributes="member: 6921763"><p>I see where you are going but I have to disagree with your conclusion. Time pressure in exploration can indeed lead to a wandering monster. However, to then say that introducing a wandering monster is solving the exploration pillar "problems" with the combat pillar is presuming quite a bit, IMO. The players can choose many different courses of action when presented with a wandering monster - courses of action which may or may not flow into the other pillars of play. While some of the party is searching for traps and secret doors and/or figuring out how to disarm/activate the same, others might be watching out for trouble. If the PCs on watch perceive a wandering monster approaching they can alert the others. Sure everyone can drop everything they're doing and engage solely in the combat pillar. <em>Or </em>a few of the PCs could attempt to parley with said monster while the others continue to search/disarm/activate (social and exploration pillars). <em>Or</em> a few of the PCs could hold back the wandering monster at a pinch point while the others figure out the secret door escape route (combat and exploration pillars). <em>Or </em>the players could funnel (with force and/or communication) said monster towards the trap they discovered (exploration plus combat and/or social pillars) <em>Or</em> all the PCs could fall back to a room they passed on the way (exploration). Even if those on watch didn't notice the wandering monster until it was upon them, these options are all still viable outcomes.</p><p></p><p>All that said, the wandering monster is only one possible outcome of taking too much time. Environmental effects, timed traps, NPCs off-camera making progress in a ritual or moving captives elsewhere, etc. all could be part of the consequences for the party taking too much time. In addition to the "ticking clock", exploration offers plenty of "tools" to ratchet up difficulty: exhaustion; difficult terrain; obstacles; traps; illusions; puzzles; anything, really, that can impose conditions or drain resources.</p><p></p><p>If you are meaning that exploration often can lead to engagement with one or both of the other pillars of play, then I would agree with that conclusion.</p></blockquote><p></p>
[QUOTE="Swarmkeeper, post: 8374981, member: 6921763"] I see where you are going but I have to disagree with your conclusion. Time pressure in exploration can indeed lead to a wandering monster. However, to then say that introducing a wandering monster is solving the exploration pillar "problems" with the combat pillar is presuming quite a bit, IMO. The players can choose many different courses of action when presented with a wandering monster - courses of action which may or may not flow into the other pillars of play. While some of the party is searching for traps and secret doors and/or figuring out how to disarm/activate the same, others might be watching out for trouble. If the PCs on watch perceive a wandering monster approaching they can alert the others. Sure everyone can drop everything they're doing and engage solely in the combat pillar. [I]Or [/I]a few of the PCs could attempt to parley with said monster while the others continue to search/disarm/activate (social and exploration pillars). [I]Or[/I] a few of the PCs could hold back the wandering monster at a pinch point while the others figure out the secret door escape route (combat and exploration pillars). [I]Or [/I]the players could funnel (with force and/or communication) said monster towards the trap they discovered (exploration plus combat and/or social pillars) [I]Or[/I] all the PCs could fall back to a room they passed on the way (exploration). Even if those on watch didn't notice the wandering monster until it was upon them, these options are all still viable outcomes. All that said, the wandering monster is only one possible outcome of taking too much time. Environmental effects, timed traps, NPCs off-camera making progress in a ritual or moving captives elsewhere, etc. all could be part of the consequences for the party taking too much time. In addition to the "ticking clock", exploration offers plenty of "tools" to ratchet up difficulty: exhaustion; difficult terrain; obstacles; traps; illusions; puzzles; anything, really, that can impose conditions or drain resources. If you are meaning that exploration often can lead to engagement with one or both of the other pillars of play, then I would agree with that conclusion. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Why Exploration Is the Worst Pillar
Top