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Why Exploration Is the Worst Pillar
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<blockquote data-quote="Chaosmancer" data-source="post: 8380533" data-attributes="member: 6801228"><p>Okay, technically it is a gradient, but your mission is to stop the cult from killing the princess. That was the time pressure given. Day 1, she's not dead. Day 3, she's not dead. Day 4? Not dead. Day 5 going to die. Day 6, Dead. The number of witherlings have nothing to do with the goals of the mission, except making the combat more difficult when it comes. </p><p></p><p>And, to harp a bit more on my drum of information... do the players know this? Do they know that you are adding monsters to the fight for every day they take? Because if they don't... then they can't account for that in their plan. They are still in the original scenario, after day 5, princess is dead. Binary pass/fail</p><p></p><p></p><p></p><p>Okay great... so there is no time pressure, except that the fight gets harder and harder every day. </p><p></p><p>But, now here we have something interesting. Something superior to the original mission. Because the Cult doesn't want the Princess dead. 4 days or 30 days, it doesn't matter. So now, if the fight gets too tough, they can retreat, having dealt a blow, and deal with how the cult responds. </p><p></p><p>Your goal is to rescue the Princess and without the time pressure of her dying if you don't get there fast enough, you can know start implementing other plans. Let the cult know you are in town and try and grab her while they try smuggling her out of the city. Spending time gathering allies. </p><p></p><p>We've now gone from the time pressure leading to "rush there and kick down the door as soon as possible" in a (IMO) misguided attempt to add pressure to suddenly being in a dynamic situation where multiple parties are jockeying for an advantage. This is far more interesting, far more engaging, and doesn't involve a lick of an exploration challenge. </p><p></p><p>The challenge is now no longer "how do we get there fast enough" and now has shifted to "how do we rescue the princess"</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8380533, member: 6801228"] Okay, technically it is a gradient, but your mission is to stop the cult from killing the princess. That was the time pressure given. Day 1, she's not dead. Day 3, she's not dead. Day 4? Not dead. Day 5 going to die. Day 6, Dead. The number of witherlings have nothing to do with the goals of the mission, except making the combat more difficult when it comes. And, to harp a bit more on my drum of information... do the players know this? Do they know that you are adding monsters to the fight for every day they take? Because if they don't... then they can't account for that in their plan. They are still in the original scenario, after day 5, princess is dead. Binary pass/fail Okay great... so there is no time pressure, except that the fight gets harder and harder every day. But, now here we have something interesting. Something superior to the original mission. Because the Cult doesn't want the Princess dead. 4 days or 30 days, it doesn't matter. So now, if the fight gets too tough, they can retreat, having dealt a blow, and deal with how the cult responds. Your goal is to rescue the Princess and without the time pressure of her dying if you don't get there fast enough, you can know start implementing other plans. Let the cult know you are in town and try and grab her while they try smuggling her out of the city. Spending time gathering allies. We've now gone from the time pressure leading to "rush there and kick down the door as soon as possible" in a (IMO) misguided attempt to add pressure to suddenly being in a dynamic situation where multiple parties are jockeying for an advantage. This is far more interesting, far more engaging, and doesn't involve a lick of an exploration challenge. The challenge is now no longer "how do we get there fast enough" and now has shifted to "how do we rescue the princess" [/QUOTE]
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