Scenes Within Exploration.json 4.3 KB

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  10. "markdown": "<title level=\"1\" right=\"Rules\">[Scenes Within Exploration](/Rules.aspx?ID=865)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 19</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIt can help you to think of exploration as a series of scenes, with encounters not just breaking up exploration, but functioning as subsections within it. Many of these are based on geography, for example, with exploring a series of dungeon corridors as one scene and entering the dungeon’s great hall another. Other times, you’ll break out of a scene at a point of interest. If the PCs decide to stop their travels and investigate a statue, think of that as a new scene.\n\n This gives you a good point to describe the transition between scenes. Describe what was happening to reinforce where the group was, then describe what they now face to show the change. For example, “You’ve been making your way through this long hallway, but after a moment of debate, you stop, your footsteps and voices still echoing down the hall. The stone statue before you is seven feet high, adorned with rubies. It represents... maybe a god? Its face is damaged and broken. What do you do?”\n\n When playing out a scene, your initial description should set the expectation of what level of detail the scene might go into, with you and the players adjusting as needed as you play. Also, it can be useful to go from PC to PC to avoid everybody talking at once. Start with someone who instigated the scene change, if possible, or perhaps the PC using the most relevant exploration activity, like a PC [Investigating](/Actions.aspx?ID=516) artwork or [Searching](/Actions.aspx?ID=519) for secrets in the example above.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-866\" />\r\n\r\n<document level=\"2\" id=\"rules-867\" />",
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  17. "label": "Exploration Activities",
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  23. "search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 19</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Exploration\r\n</additional-info>",
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  33. "text": " Scenes Within Exploration Source Gamemastery Guide pg. 19 It can help you to think of exploration as a series of scenes, with encounters not just breaking up exploration, but functioning as subsections within it. Many of these are based on geography, for example, with exploring a series of dungeon corridors as one scene and entering the dungeon’s great hall another. Other times, you’ll break out of a scene at a point of interest. If the PCs decide to stop their travels and investigate a statue, think of that as a new scene. This gives you a good point to describe the transition between scenes. Describe what was happening to reinforce where the group was, then describe what they now face to show the change. For example, “You’ve been making your way through this long hallway, but after a moment of debate, you stop, your footsteps and voices still echoing down the hall. The stone statue before you is seven feet high, adorned with rubies. It represents... maybe a god? Its face is damaged and broken. What do you do?” When playing out a scene, your initial description should set the expectation of what level of detail the scene might go into, with you and the players adjusting as needed as you play. Also, it can be useful to go from PC to PC to avoid everybody talking at once. Start with someone who instigated the scene change, if possible, or perhaps the PC using the most relevant exploration activity, like a PC Investigating artwork or Searching for secrets in the example above. ",
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