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Why Exploration Is the Worst Pillar
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<blockquote data-quote="Fanaelialae" data-source="post: 8379367" data-attributes="member: 53980"><p>It changes things in the same way that any hurdle changes things. Which is to say, we don't know until the players decide how they will address the hurdle and we see whether they succeed or not, as well as any consequences that arise as a result.</p><p></p><p>Maybe they decide to look for a ford downstream, and in the process run across a different adventure site/hook, which they might or might not pursue instead. Maybe they build a raft and either successfully cross the river, or they all drown. Maybe they just decide to give up and go home. Maybe they do something entirely different.</p><p></p><p>By your reasoning, pretty much every encounter that isn't a big game changer is pointless. However, I would argue that it's your reasoning that's flawed. Most combats won't stop you from achieving your goal, so does that make most combats pointless? IMO, absolutely not. They present the players with a (hopefully) fun challenge to overcome. It's a hurdle they must surpass along the way, without which victory would be meaningless. You could just "let" your players "win" without presenting them without any challenge whatsoever, but I daresay that most players would not enjoy such a game.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 8379367, member: 53980"] It changes things in the same way that any hurdle changes things. Which is to say, we don't know until the players decide how they will address the hurdle and we see whether they succeed or not, as well as any consequences that arise as a result. Maybe they decide to look for a ford downstream, and in the process run across a different adventure site/hook, which they might or might not pursue instead. Maybe they build a raft and either successfully cross the river, or they all drown. Maybe they just decide to give up and go home. Maybe they do something entirely different. By your reasoning, pretty much every encounter that isn't a big game changer is pointless. However, I would argue that it's your reasoning that's flawed. Most combats won't stop you from achieving your goal, so does that make most combats pointless? IMO, absolutely not. They present the players with a (hopefully) fun challenge to overcome. It's a hurdle they must surpass along the way, without which victory would be meaningless. You could just "let" your players "win" without presenting them without any challenge whatsoever, but I daresay that most players would not enjoy such a game. [/QUOTE]
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