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Why Exploration Is the Worst Pillar
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<blockquote data-quote="TheSword" data-source="post: 8376091" data-attributes="member: 6879661"><p>Only because of your suggestion that an exploration adventure was exploring a ruin for treasure. When exploration can be so much more.</p><p></p><p>Essentially I see the exploration pillar as something that can easily fill a session but works best in a balance of combat and roleplay. For me exploration is the gaining of knowledge related to game world and the adventure through the characters actions. (Pretty much chiming with the DMG quote above. There is definitely an overlap with combat and roleplay and where possible this overlap should be seamless. It’s about working out what has happen in the past, what might happen in the future and what’s on the other side of that door right now. It can be uncovered through handouts? Or interrogations, or walking and looking for yourself. I really do think the most of the material of my style of adventures is exploration and i definitely prefer it that way.</p><p></p><p>For instance I just ran a session where the party scouted out a mine they know to contain a hidden cult. They travelled to the area (exploration). They surveyed the area (exploration) then followed one of the mine workers after the shift to a festhall (some more exploration of that location) then bribed the worker with drink and gold to gain info about the inner mine (roleplay). They then infiltrated the mine (exploration) discovering an elevator down in abandoned room that they were able to get working (exploration) and found a hidden temple with a strange black pool, several magical braziers and relics of holy rituals (exploration). They defeated a couple of low level guards (combat) placed to keep an eye on the place. Finally they found a secret passage in one of the walls exploration).</p><p></p><p>I’d say this session was 70% exploration, 20% roleplay, 10% combat. I’m ok with that. There was the risk of discovery by the mine guards and workers which they overcame with stealth and a little magic. Crossed a broken bridge across a chasm to the disused part of the mine and elevator and interacted with the dangerous pool of black ooze. There was plenty of hazard and challenge that wasn’t combat.</p></blockquote><p></p>
[QUOTE="TheSword, post: 8376091, member: 6879661"] Only because of your suggestion that an exploration adventure was exploring a ruin for treasure. When exploration can be so much more. Essentially I see the exploration pillar as something that can easily fill a session but works best in a balance of combat and roleplay. For me exploration is the gaining of knowledge related to game world and the adventure through the characters actions. (Pretty much chiming with the DMG quote above. There is definitely an overlap with combat and roleplay and where possible this overlap should be seamless. It’s about working out what has happen in the past, what might happen in the future and what’s on the other side of that door right now. It can be uncovered through handouts? Or interrogations, or walking and looking for yourself. I really do think the most of the material of my style of adventures is exploration and i definitely prefer it that way. For instance I just ran a session where the party scouted out a mine they know to contain a hidden cult. They travelled to the area (exploration). They surveyed the area (exploration) then followed one of the mine workers after the shift to a festhall (some more exploration of that location) then bribed the worker with drink and gold to gain info about the inner mine (roleplay). They then infiltrated the mine (exploration) discovering an elevator down in abandoned room that they were able to get working (exploration) and found a hidden temple with a strange black pool, several magical braziers and relics of holy rituals (exploration). They defeated a couple of low level guards (combat) placed to keep an eye on the place. Finally they found a secret passage in one of the walls exploration). I’d say this session was 70% exploration, 20% roleplay, 10% combat. I’m ok with that. There was the risk of discovery by the mine guards and workers which they overcame with stealth and a little magic. Crossed a broken bridge across a chasm to the disused part of the mine and elevator and interacted with the dangerous pool of black ooze. There was plenty of hazard and challenge that wasn’t combat. [/QUOTE]
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