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General Tabletop Discussion
*Dungeons & Dragons
Why Exploration Is the Worst Pillar
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 8383028"><p>I think both perspectives matter here, and while I don't play 5E so I can't comment on how it handles exploration, to me this often boils down to two very different expectations about how a game like this should operate. But I can see the value of both. Exploration is definitely harder than other aspects of play (especially exploration outside the dungeon) and there are a number of tools and procedures that can really help structure that play in a pleasing way (just something as simple as dealing with ten minute turns for time keeping purposes and the purposes of knowing when to roll an encounter, are very handy in my view). At the the same time, I think a lot of the stuff in roleplaying games that tend to have less mechanical support (not in all games or in all playstyles but definitely this is something you see in games) is do to that part of the game being handled as a conversation and a back and forth between the players and GMs, and that conversation has a lot of nuance and varies a lot from group to group. It is also something people start to do naturally, develop a natural rhyme for over time, and if they have to chop that up into a clear set of steps or mechanics it could interrupt the flow for them. But like I said before exploration can be frustrating and hard if this dynamic isn't in place so having clear guidelines and a set of steps can definitely be helpful. I don't think this is a one size fits all, and I don't think it is a situation where people who are doing it more freeform are somehow not playing a game (they've just internalized the process the same way I don't need clear criteria for how to have a casual conversation over coffee at my house: it is just something the group does and enjoys instinctually at this point). </p><p></p><p>What I am interested in though is what mechanics and tools people do find helpful. I tend to take the approach lately of going by the group I am with. Some groups definitely want more structure and I can provide that if needed. Some groups rebel against structure (it is the classic situation of having a system or process for something that totally works on paper, but the players start doing things overly specific that throw it and pushing things more in a freeform direction). </p><p></p><p>Also because I don't play 5E, I am curious what people think 5E brings and doesn't bring to exploration and how it is different from earlier editions. </p><p></p><p>(I believe this is my first successful, intentional use of the multi-quote feature lol)</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 8383028"] I think both perspectives matter here, and while I don't play 5E so I can't comment on how it handles exploration, to me this often boils down to two very different expectations about how a game like this should operate. But I can see the value of both. Exploration is definitely harder than other aspects of play (especially exploration outside the dungeon) and there are a number of tools and procedures that can really help structure that play in a pleasing way (just something as simple as dealing with ten minute turns for time keeping purposes and the purposes of knowing when to roll an encounter, are very handy in my view). At the the same time, I think a lot of the stuff in roleplaying games that tend to have less mechanical support (not in all games or in all playstyles but definitely this is something you see in games) is do to that part of the game being handled as a conversation and a back and forth between the players and GMs, and that conversation has a lot of nuance and varies a lot from group to group. It is also something people start to do naturally, develop a natural rhyme for over time, and if they have to chop that up into a clear set of steps or mechanics it could interrupt the flow for them. But like I said before exploration can be frustrating and hard if this dynamic isn't in place so having clear guidelines and a set of steps can definitely be helpful. I don't think this is a one size fits all, and I don't think it is a situation where people who are doing it more freeform are somehow not playing a game (they've just internalized the process the same way I don't need clear criteria for how to have a casual conversation over coffee at my house: it is just something the group does and enjoys instinctually at this point). What I am interested in though is what mechanics and tools people do find helpful. I tend to take the approach lately of going by the group I am with. Some groups definitely want more structure and I can provide that if needed. Some groups rebel against structure (it is the classic situation of having a system or process for something that totally works on paper, but the players start doing things overly specific that throw it and pushing things more in a freeform direction). Also because I don't play 5E, I am curious what people think 5E brings and doesn't bring to exploration and how it is different from earlier editions. (I believe this is my first successful, intentional use of the multi-quote feature lol) [/QUOTE]
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