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Why Exploration Is the Worst Pillar
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<blockquote data-quote="Asisreo" data-source="post: 8384300" data-attributes="member: 7019027"><p>This is an exaggerated take of exactly what we do in those other pillars. Obviously we don't have a single attack or sentence resolve <em>everything,</em> but we have resolutions that last until the next meaningful choice can be made. </p><p></p><p>A player says he swings his sword and the DM says "The orc narrowly dodges out of the deadliest part, taking a graze." We could dress it up even more if we want "The orc wipes the blood and, oddly, smirks at you. He growls and...yada yada." But none of this is actionable up until the DM finally says "Okay, then next turn." </p><p></p><p>So if you resolve a whole travel sequence, the implication is that there was no turn for the players to take action until you stop. Maybe interruptions can change that, but if you truly want players to explore, you really should stop every time you set up a new situation.</p></blockquote><p></p>
[QUOTE="Asisreo, post: 8384300, member: 7019027"] This is an exaggerated take of exactly what we do in those other pillars. Obviously we don't have a single attack or sentence resolve [I]everything,[/I] but we have resolutions that last until the next meaningful choice can be made. A player says he swings his sword and the DM says "The orc narrowly dodges out of the deadliest part, taking a graze." We could dress it up even more if we want "The orc wipes the blood and, oddly, smirks at you. He growls and...yada yada." But none of this is actionable up until the DM finally says "Okay, then next turn." So if you resolve a whole travel sequence, the implication is that there was no turn for the players to take action until you stop. Maybe interruptions can change that, but if you truly want players to explore, you really should stop every time you set up a new situation. [/QUOTE]
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