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Why Exploration Is the Worst Pillar
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<blockquote data-quote="Lanefan" data-source="post: 8381399" data-attributes="member: 29398"><p>That's too bad. It doesn't even have to lead up to any sort of "big reveal" either.</p><p></p><p>The first few adventures in any campaign are IME more or less one-offs, to allow the PCs and-or players to get accustomed to each other and - in the players' case - to the rule-set. But even in those first few adventures I'll throw in breadcrumbs and hints at bigger things, which may or may not ever become relevant later depending on which twists and turns the campaign ends up taking. And if-when they do become relevant I can say "You know something about this because you already encountered it way back<em> here</em>" even if the real-world players have long since forgotten.</p><p></p><p>A quick example (s-blocked for length): [SPOILER] in my current campaign there's two very distinct cultures of Hobgoblin (neither of which call themselves Hobgoblins!) who are at extermination-level war with each other. One of these cultures is more or less familiar to most adventurers, the other isn't. In the second or third adventure I ran, I replaced some ordinary Hobgoblins with some of the unfamiliar "Hagalen" types. The players/PCs of course completely ignored these subleties at the time, slaughtered the lot, and moved on.</p><p></p><p>Some years and many adventures later a few of those same characters (and players) unexpectedly found themselves caught right in the middle of that war in a desert well to the east. They then remembered they'd seen some out of place Hagalen years earlier and could have, had they wanted, started asking questions like what they were doing where they were met e.g. were they spies? were they deserters? etc.; and this might have led to a different series of adventures than the ones they undertook.</p><p></p><p>Instead, the PCs did other things that hastened the end of said war - they picked a side (the familiar Hobgoblins) and through their adventuring greatly weakened the Hagalen by, ultimately, destroying their deity - rendering such questions largely redundant. [/SPOILER]</p><p></p><p><em>Identify</em> can give you a rough idea of charges remaining, and-or whether it's rechargeable or not, and-or what level of Lightning Bolts are in it if it's non-standard.</p><p></p><p>Where I get asked at almost every single door, if-when I forget to mention it. If nothing else, they need to know in order to position their minis (or tell me where their PCs are standing) in case something bad awaits on the other side.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8381399, member: 29398"] That's too bad. It doesn't even have to lead up to any sort of "big reveal" either. The first few adventures in any campaign are IME more or less one-offs, to allow the PCs and-or players to get accustomed to each other and - in the players' case - to the rule-set. But even in those first few adventures I'll throw in breadcrumbs and hints at bigger things, which may or may not ever become relevant later depending on which twists and turns the campaign ends up taking. And if-when they do become relevant I can say "You know something about this because you already encountered it way back[I] here[/I]" even if the real-world players have long since forgotten. A quick example (s-blocked for length): [SPOILER] in my current campaign there's two very distinct cultures of Hobgoblin (neither of which call themselves Hobgoblins!) who are at extermination-level war with each other. One of these cultures is more or less familiar to most adventurers, the other isn't. In the second or third adventure I ran, I replaced some ordinary Hobgoblins with some of the unfamiliar "Hagalen" types. The players/PCs of course completely ignored these subleties at the time, slaughtered the lot, and moved on. Some years and many adventures later a few of those same characters (and players) unexpectedly found themselves caught right in the middle of that war in a desert well to the east. They then remembered they'd seen some out of place Hagalen years earlier and could have, had they wanted, started asking questions like what they were doing where they were met e.g. were they spies? were they deserters? etc.; and this might have led to a different series of adventures than the ones they undertook. Instead, the PCs did other things that hastened the end of said war - they picked a side (the familiar Hobgoblins) and through their adventuring greatly weakened the Hagalen by, ultimately, destroying their deity - rendering such questions largely redundant. [/SPOILER] [I]Identify[/I] can give you a rough idea of charges remaining, and-or whether it's rechargeable or not, and-or what level of Lightning Bolts are in it if it's non-standard. Where I get asked at almost every single door, if-when I forget to mention it. If nothing else, they need to know in order to position their minis (or tell me where their PCs are standing) in case something bad awaits on the other side. [/QUOTE]
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