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Why Exploration Is the Worst Pillar
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<blockquote data-quote="Lanefan" data-source="post: 8380291" data-attributes="member: 29398"><p>Could be, sure. In the big sprawling campaigns like we run there can be many storylines going on at once.</p><p></p><p>Thing is, if done right something that seems at the time like a one-off adventure might have some serious significance that doesn't become apparent or relevant until years down the road; be it pre-planned going in or something that just happens to fit perfectly in hindsight.</p><p></p><p>Where I'm fairly hard-line on if the character doesn't see a big red 17 then the player doesn't either. I want the players to use only the info their characters would have in the fiction; and if that info is inadequate due to my poor narration that's on me, but if it's inadequate because the characters simply couldn't know it then too bad.</p><p></p><p>It matters every time someone wants to bash down a door; it's way easier to bash down a door that opens away from you than it is one that opens toward you.</p><p></p><p>That's a fault of 5e. Easily fixed.</p><p></p><p>To us, defining handedness is every bit as much a part of roll-up as defining age, height and weight; and it's trivially fast: one die roll (if you want a shot at ambidexterity) or a player choice between left and right.</p><p></p><p>Flip side: RPGs are the only games in the world where the players get to truly make the game system their own. It's one of their most outstanding features.</p><p></p><p>The designers can't possibly come up with a finished system that works for everyone. What they can do (and promised to do during 5e playtest before bailing out on it) is design a solid playable baseline framework* and then present independent modular options. Lots and lots of modular options, none of which are required or expected (and some of which alter the baseline framework; they'd not all be straight add-ons) and all of which are open to amendment by houserule or kitbash.</p><p></p><p>* - ideally this baseline framework would be extremely harsh on the players/PCs - a true meatgrinder - with the optional modules intended to generally make things easier on them; following the philosophy that says it's more positive to start hard and ease off later than to do the opposite.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8380291, member: 29398"] Could be, sure. In the big sprawling campaigns like we run there can be many storylines going on at once. Thing is, if done right something that seems at the time like a one-off adventure might have some serious significance that doesn't become apparent or relevant until years down the road; be it pre-planned going in or something that just happens to fit perfectly in hindsight. Where I'm fairly hard-line on if the character doesn't see a big red 17 then the player doesn't either. I want the players to use only the info their characters would have in the fiction; and if that info is inadequate due to my poor narration that's on me, but if it's inadequate because the characters simply couldn't know it then too bad. It matters every time someone wants to bash down a door; it's way easier to bash down a door that opens away from you than it is one that opens toward you. That's a fault of 5e. Easily fixed. To us, defining handedness is every bit as much a part of roll-up as defining age, height and weight; and it's trivially fast: one die roll (if you want a shot at ambidexterity) or a player choice between left and right. Flip side: RPGs are the only games in the world where the players get to truly make the game system their own. It's one of their most outstanding features. The designers can't possibly come up with a finished system that works for everyone. What they can do (and promised to do during 5e playtest before bailing out on it) is design a solid playable baseline framework* and then present independent modular options. Lots and lots of modular options, none of which are required or expected (and some of which alter the baseline framework; they'd not all be straight add-ons) and all of which are open to amendment by houserule or kitbash. * - ideally this baseline framework would be extremely harsh on the players/PCs - a true meatgrinder - with the optional modules intended to generally make things easier on them; following the philosophy that says it's more positive to start hard and ease off later than to do the opposite. [/QUOTE]
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