User Tools

Site Tools


exploration

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
exploration [2018/06/15 10:40]
triptycho
exploration [2019/05/08 07:15] (current)
triptycho
Line 3: Line 3:
 Exploration is one of three flavors of [[scenario|scenario]],​ alongside [[combat|combat]] and [[interaction|interaction]]. Exploration scenarios deal with traversing the world, delving dungeons, bypassing traps and other hazards, sneaking about undetected, fleeing from pursuit or collapsing caves, and similar situations. Exploration is one of three flavors of [[scenario|scenario]],​ alongside [[combat|combat]] and [[interaction|interaction]]. Exploration scenarios deal with traversing the world, delving dungeons, bypassing traps and other hazards, sneaking about undetected, fleeing from pursuit or collapsing caves, and similar situations.
  
-Victory conditions in exploration depend on the type of exploration scenario. In normal ​and travel ​scenarios, the goal is typically to get from some point A to another point B, often without knowing exactly where this point B is. Stealth scenarios may add additional bits, such as retrieving treasure or other items, and escaping unnoticed. Chase scenarios add round limits ​to signify whether the PCs are able to get away or catch their quarry.+Victory conditions in exploration depend on the type of exploration scenario. In normal scenarios, the goal is typically to get from some point A to another point B, often without knowing exactly where this point B is. [[stealth|Stealth]] scenarios may add additional bits, such as retrieving treasure or other items, and escaping unnoticed. ​[[chase|Chase]] scenarios add Round Limits ​to signify whether the PCs are able to get away or catch their quarry.
  
-Unlike other scenarios, defeated PCs are not out of playA PC whose EP is at 0 or less at the start of their turn suffers an [[injury|injury]], then recovers to their new maximum EP and takes their full turn. In this mannermany exploration scenarios are ultimately about getting through an area unscathed. Stealth scenarios feature an additional resource called ​[[stealth tokens|Stealth Tokens]].+Exploration ​scenarios ​do not use initiativeInstead, ​[[environ|Environs]] act firstfollowed by players in whatever order they chooseand finally ​[[creature|Creatures]] and [[seeker|Seekers]] in whatever order the DM chooses at the end of the round.
  
-While death from injury is possible, the most dangerous exploration scenarios involve chase scenes where failure ​to escape in time results in death. This is most common in situations such as fleeing a collapsing building. In such life-or-death scenariosPCs may spend [[Karma|Karma]] to add some extra time to the limit.+Unlike other scenariosdefeated PCs are not out of play. A PC whose EP is at 0 or less at the start of their turn suffers an [[injury|Injury]],​ then recovers ​to their new maximum EP and takes their full turn. In this mannermany exploration scenarios are ultimately about getting through an area unscathed. Stealth scenarios feature an additional resource called ​[[stealth token|Stealth Tokens]].
  
-Exploration scenarios utilize a map divided into regions. [[Obstacles|Obstacles]] frequently block progress between regions until defeated. Most maps are not revealed at the beginning of the scenariobut PCs traveling through familiar territory may have the regions drawn at the start, possibly even with expected Obstacles placed. This is most common in travel scenarios through well-known areas.+While death from Injury is possible, the most dangerous exploration scenarios involve chase scenes where failure to escape in time results in death. This is most common in situations such as fleeing a collapsing building. In such life-or-death scenarios, PCs may spend [[Karma|Karma]] to add some extra time to the limit.
  
-Compared to combat, exploration scenarios are at a much higher level of abstraction and a lower level of detail. Rounds can range from anywhere ​from a minute or two to an entire day or even week of time in the game world. In the most zoomed-in scenarios, a single region is typically the size of an entire map in combat.+Exploration scenarios utilize a map divided into regions. [[Obstacle|Obstacles]] frequently block progress between regions until defeated. Most maps are not revealed at the beginning of the scenario, but PCs traveling through familiar territory may have the regions drawn at the start, possibly even with expected Obstacles placed. 
 + 
 +Compared to combat, exploration scenarios are at a much higher level of abstraction and a lower level of detail. Rounds can range from a few minutes ​to an hour or even a day of time in the game world. In the most zoomed-in scenarios, a single region is typically the size of an entire map in combat. Zoomed-out maps could model a week's worth of travel across the world.
  
 For more information,​ see [[Player'​s Guide Chapter 5|Player'​s Guide Chapter 5: Exploration]]. For more information,​ see [[Player'​s Guide Chapter 5|Player'​s Guide Chapter 5: Exploration]].
exploration.1529084453.txt.gz · Last modified: 2018/06/15 10:40 by triptycho