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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
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="Chaosmancer" data-source="post: 8380234" data-attributes="member: 6801228"><p>I have been told repeatedly that the major element I am ingoring in making exploration challenging is a time limit. I must have a ticking clock to pressure the players to push on and rush and take risks. </p><p></p><p>However, how did you determine that ticking clock? </p><p></p><p>If you make the clock for a party without a ranger, and then the ranger gets them there far faster and without error... then the ticking clock wasn't providing pressure. I actually am writing/running a "Quest" where a group of people are controlling a single character. I gave them a "ticking clock" in that they had 1 year to complete their first mission. I intentionally set this up as not something to provide them any pressure, because six months later and I don't think we've even had a month of game time. The story isn't focused on that and they are dealing with a lot of things and progressing a lot of plots without needing to focus on that, but they can't forget it. </p><p></p><p>But, the challenge of that mission isn't the clock. The clock is just so we don't forget about it. </p><p></p><p>However, in the example of the party needing to get somewhere to disrupt a ritual, we have a double problem. </p><p></p><p>See, if a party without a ranger can reach the location, and still have enough time to disrupt the ritual... then the ranger allowing them to arrive even earlier, and have even more time not only removes the pressure of the clock but also makes the adventure itself easier. Both aspects were made far easier, because the clock said they had more than enough time. </p><p></p><p>But, if the party can't reach the location without a ranger... then you've begun curating the game. You've made sure that the challenge is able to be overcome with the resources they have, and the ranger's ability is simply making it possible, passively, for them to do what they could have done without the ranger.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8380234, member: 6801228"] I have been told repeatedly that the major element I am ingoring in making exploration challenging is a time limit. I must have a ticking clock to pressure the players to push on and rush and take risks. However, how did you determine that ticking clock? If you make the clock for a party without a ranger, and then the ranger gets them there far faster and without error... then the ticking clock wasn't providing pressure. I actually am writing/running a "Quest" where a group of people are controlling a single character. I gave them a "ticking clock" in that they had 1 year to complete their first mission. I intentionally set this up as not something to provide them any pressure, because six months later and I don't think we've even had a month of game time. The story isn't focused on that and they are dealing with a lot of things and progressing a lot of plots without needing to focus on that, but they can't forget it. But, the challenge of that mission isn't the clock. The clock is just so we don't forget about it. However, in the example of the party needing to get somewhere to disrupt a ritual, we have a double problem. See, if a party without a ranger can reach the location, and still have enough time to disrupt the ritual... then the ranger allowing them to arrive even earlier, and have even more time not only removes the pressure of the clock but also makes the adventure itself easier. Both aspects were made far easier, because the clock said they had more than enough time. But, if the party can't reach the location without a ranger... then you've begun curating the game. You've made sure that the challenge is able to be overcome with the resources they have, and the ranger's ability is simply making it possible, passively, for them to do what they could have done without the ranger. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Why Exploration Is the Worst Pillar
Top