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Why Exploration Is the Worst Pillar
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<blockquote data-quote="Chaosmancer" data-source="post: 8379198" data-attributes="member: 6801228"><p>But you aren't challenging them. Maybe some of the time you are, but things like those boots, or the necklace of strangulation are not challenges. They can't be.</p><p></p><p>Items that harm or kill you for touching them are not a challenge by themselves. A door handle that kills you if you touch it isn't a challenge. A door handle that kills you if you touch it, and you know that, and you need to open the door anyways is a challenge. </p><p></p><p></p><p></p><p></p><p></p><p></p><p>It would stop me after a single time. And frankly, that's assuming I bother to make a new character to continue playing. </p><p></p><p></p><p></p><p></p><p></p><p>Why? What value is there in keeping that information secret from the players? </p><p></p><p></p><p></p><p></p><p>Yeah, while the humor is mildly amusing, it isn't worth having to carefully monitor all my words for the rest of the game, trying to remember that I may have something going on that will activate, maybe, with no possible known trigger. </p><p></p><p>And seriously, why get people "watching their words" in the course of normal play? If talking to a fey or a genie or a dragon, sure, watch your words, but while just hanging out at the tavern? Pointless. Seemingly with the intent of just getting them to waste something they don't even know they have. You might as well have an invisible fairy following them to grant their next wish, don't even give them the clue that there is an item involved.</p><p></p><p></p><p></p><p></p><p>No, I mean stuff like "this is a potion of healing" or "this item has a death curse". Real information, not fake information meant to deceive them. </p><p></p><p>I mean, honestly, you literally are setting it up so that the players can't even trust the information they learn by investigating. Maybe it is a potion of giant strength, maybe it is a potion of exploding heads, no way to know except drinking it, or by spending 100 gp, 6 constitution points (30 hp) and being in a secured lab in a safe location where no monsters can get you. </p><p></p><p>Oh, and when you try that with the next item, it turns out it was a pearl of nuclear winter that only activates when someone casts magic on it. </p><p></p><p>I'm not saying you don't have fun at your table, but from where I am sitting, you seem to almost be actively discouraging people from playing the game. Investigate everything, take every precaution, then still get the booby prize because even that isn't enough. At some point... I'd just be done with it. If I can't trust anything and everything is going to kill me, then that isn't worth the investment of sixteen hours a month.</p><p></p><p></p><p></p><p>Because you seem to actively despise the players learning anything concrete. And I don't know why. Lack of information isn't supposed to be the challenge.</p><p></p><p></p><p></p><p>Right, just keep penalizing people for trying to roleplay. Because, I'm sorry, but even the craziest people don't constantly risk their lives for no reason. I'm not roleplaying someone who is suicidal. </p><p></p><p>I mean... I honestly can't imagine why you would do this. Cut off anyway to do anything except flip the coin, and then reward them more for flipping the coin, so that even if they find a way not to just risk death at every turn, you punish them for it and incentivize them to churn through characters at a breakneck speed. I can obviously tell you would hate to do any other method of XP, because you couldn't force people to take this risks otherwise.</p><p></p><p></p><p></p><p></p><p></p><p>And they get punished for it if that decision isn't to take the risk of death or maiming, the very high it seems risk of death or maiming, because that's the best way to get XP, which is something the player knows, and wants, while I'd say the character would.. <strong><em>want to live.</em></strong> And field testing anything or directly touching anything in this world seems like a quick way to death.</p><p></p><p></p><p></p><p>Which they can't honestly do, unless they play 20 questions, which they have to do to even have a chance, and even that might be a lie, because maybe they smell roses, but they don't know that the item was enchanted so the scent of the death poison appears like the scent of roses. Oops, roll a new character, guess you should have been more careful and asked 40 questions, but hey, if you hadn't have died you'd have got a lot of XP to level up with.</p><p></p><p></p><p></p><p>The group wanted to explore some ruins on a map we found, so we kept traveling to more random dungeons and fighting random things, he was starting some sort of plot with these dragons but the game fell apart because we were getting to be about a year and a half in and he was burning out.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8379198, member: 6801228"] But you aren't challenging them. Maybe some of the time you are, but things like those boots, or the necklace of strangulation are not challenges. They can't be. Items that harm or kill you for touching them are not a challenge by themselves. A door handle that kills you if you touch it isn't a challenge. A door handle that kills you if you touch it, and you know that, and you need to open the door anyways is a challenge. It would stop me after a single time. And frankly, that's assuming I bother to make a new character to continue playing. Why? What value is there in keeping that information secret from the players? Yeah, while the humor is mildly amusing, it isn't worth having to carefully monitor all my words for the rest of the game, trying to remember that I may have something going on that will activate, maybe, with no possible known trigger. And seriously, why get people "watching their words" in the course of normal play? If talking to a fey or a genie or a dragon, sure, watch your words, but while just hanging out at the tavern? Pointless. Seemingly with the intent of just getting them to waste something they don't even know they have. You might as well have an invisible fairy following them to grant their next wish, don't even give them the clue that there is an item involved. No, I mean stuff like "this is a potion of healing" or "this item has a death curse". Real information, not fake information meant to deceive them. I mean, honestly, you literally are setting it up so that the players can't even trust the information they learn by investigating. Maybe it is a potion of giant strength, maybe it is a potion of exploding heads, no way to know except drinking it, or by spending 100 gp, 6 constitution points (30 hp) and being in a secured lab in a safe location where no monsters can get you. Oh, and when you try that with the next item, it turns out it was a pearl of nuclear winter that only activates when someone casts magic on it. I'm not saying you don't have fun at your table, but from where I am sitting, you seem to almost be actively discouraging people from playing the game. Investigate everything, take every precaution, then still get the booby prize because even that isn't enough. At some point... I'd just be done with it. If I can't trust anything and everything is going to kill me, then that isn't worth the investment of sixteen hours a month. Because you seem to actively despise the players learning anything concrete. And I don't know why. Lack of information isn't supposed to be the challenge. Right, just keep penalizing people for trying to roleplay. Because, I'm sorry, but even the craziest people don't constantly risk their lives for no reason. I'm not roleplaying someone who is suicidal. I mean... I honestly can't imagine why you would do this. Cut off anyway to do anything except flip the coin, and then reward them more for flipping the coin, so that even if they find a way not to just risk death at every turn, you punish them for it and incentivize them to churn through characters at a breakneck speed. I can obviously tell you would hate to do any other method of XP, because you couldn't force people to take this risks otherwise. And they get punished for it if that decision isn't to take the risk of death or maiming, the very high it seems risk of death or maiming, because that's the best way to get XP, which is something the player knows, and wants, while I'd say the character would.. [B][I]want to live.[/I][/B] And field testing anything or directly touching anything in this world seems like a quick way to death. Which they can't honestly do, unless they play 20 questions, which they have to do to even have a chance, and even that might be a lie, because maybe they smell roses, but they don't know that the item was enchanted so the scent of the death poison appears like the scent of roses. Oops, roll a new character, guess you should have been more careful and asked 40 questions, but hey, if you hadn't have died you'd have got a lot of XP to level up with. The group wanted to explore some ruins on a map we found, so we kept traveling to more random dungeons and fighting random things, he was starting some sort of plot with these dragons but the game fell apart because we were getting to be about a year and a half in and he was burning out. [/QUOTE]
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