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Why Exploration Is the Worst Pillar
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<blockquote data-quote="turnip_farmer" data-source="post: 8381813" data-attributes="member: 7029365"><p>I am back against my better judgement.</p><p></p><p>No snark intended here, just genuinely trying to understand what seems to me a very unusual perspective.</p><p></p><p>Here's a genuine example from an adventure run by a much better DM than me. The party were helping a young boy escape from the clutches of an evil wizard who had been abusing him. They were racing across the wilderness with pursuers on their heels.</p><p></p><p>Due to the abuse he had suffered, this boy was very highly stressed and distrustful. He was also a budding sorcerer who couldn't really control his powers. When he got too stressed, he would either cause some sort of magical explosion (potentially hurting his allies), or he'd try to run off alone into the wilderness so that he didn't hurt anyone else.</p><p></p><p>Now, the only reason for including all this was to make things difficult for the players. To complicate their wilderness travel and bring in an extra inconvenience they had to deal with.</p><p></p><p>I thought it was a great idea, but if I understand the feedback here some of you think that it would just make players decide they won't help any more NPCs because NPCs are too much hassle.</p><p></p><p>Is that a correct interpretation? Because it doesn't really fit with how I see people play the game.</p></blockquote><p></p>
[QUOTE="turnip_farmer, post: 8381813, member: 7029365"] I am back against my better judgement. No snark intended here, just genuinely trying to understand what seems to me a very unusual perspective. Here's a genuine example from an adventure run by a much better DM than me. The party were helping a young boy escape from the clutches of an evil wizard who had been abusing him. They were racing across the wilderness with pursuers on their heels. Due to the abuse he had suffered, this boy was very highly stressed and distrustful. He was also a budding sorcerer who couldn't really control his powers. When he got too stressed, he would either cause some sort of magical explosion (potentially hurting his allies), or he'd try to run off alone into the wilderness so that he didn't hurt anyone else. Now, the only reason for including all this was to make things difficult for the players. To complicate their wilderness travel and bring in an extra inconvenience they had to deal with. I thought it was a great idea, but if I understand the feedback here some of you think that it would just make players decide they won't help any more NPCs because NPCs are too much hassle. Is that a correct interpretation? Because it doesn't really fit with how I see people play the game. [/QUOTE]
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