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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: 8383096"><p>I do think this is a point where I wouldn't quite agree. I do believe I have your distinction though: it has to be about what the PC is doing (if I understand your meaning here). I think choosing to go in the direction of the mountain would have been the thing to lead to this information, or if it comes through questioning, it is the player asking a question (which if you are saying something like "do I see any bridges if I look south or north along the ravine" you are implying that your character is actively looking in those directions and participating in exploration). To me that back and forth conversation is fun and part of the game (and definitely contributes to the sense of exploring something). I am just not sure I agree with the idea though that something that is less concrete would somehow not be part of the game. Again it might be less important, or not lead anywhere in that instance, but I do think it is a little overly black and white to say thing X is part of the game but thing Y isn't (I could see it might not be for you, or it might not be important for you when it comes to explication, but I think every group is so different here, some things that don't matter or seem relevant to one group, are so for another). I don't particularly like lengthy descriptions for example and to me if a GM starts giving heavy description it does feel a bit like I am on a track and not really as involved. But I've met enough people who don't feel that way, and who enjoy getting that kind of information so they can both make informed choices and so they feel more immersed in the setting, that I think it is just a matter of preference.</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 8383096"] I do think this is a point where I wouldn't quite agree. I do believe I have your distinction though: it has to be about what the PC is doing (if I understand your meaning here). I think choosing to go in the direction of the mountain would have been the thing to lead to this information, or if it comes through questioning, it is the player asking a question (which if you are saying something like "do I see any bridges if I look south or north along the ravine" you are implying that your character is actively looking in those directions and participating in exploration). To me that back and forth conversation is fun and part of the game (and definitely contributes to the sense of exploring something). I am just not sure I agree with the idea though that something that is less concrete would somehow not be part of the game. Again it might be less important, or not lead anywhere in that instance, but I do think it is a little overly black and white to say thing X is part of the game but thing Y isn't (I could see it might not be for you, or it might not be important for you when it comes to explication, but I think every group is so different here, some things that don't matter or seem relevant to one group, are so for another). I don't particularly like lengthy descriptions for example and to me if a GM starts giving heavy description it does feel a bit like I am on a track and not really as involved. But I've met enough people who don't feel that way, and who enjoy getting that kind of information so they can both make informed choices and so they feel more immersed in the setting, that I think it is just a matter of preference. [/QUOTE]
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