tag:blogger.com,1999:blog-7817710432110712270.post1284362360759389981..comments2024-03-28T15:32:19.036-04:00Comments on Dungeon Fantastic: DF: XP Awards house rules II: Unexplored Ideas or Ideas for the UnexploredPeter Dhttp://www.blogger.com/profile/14246000382321978462noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-7817710432110712270.post-29564810711189467942012-01-17T18:23:02.934-05:002012-01-17T18:23:02.934-05:00I like that idea. Let me mull that one around and ...I like that idea. Let me mull that one around and see what I can come up with. I want it to be obvious it's worth risking stairs, gates, etc. but not give XP for stuff they'd already do anyway. Hmmm...Peter Dhttps://www.blogger.com/profile/14246000382321978462noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-38880678657966800142012-01-17T09:22:50.248-05:002012-01-17T09:22:50.248-05:00I would give n XP for solving a puzzle that opens ...I would give n XP for solving a puzzle that opens up an area for exploration: unlocking the grate over the sewer, opening the secret passage to the sublevel area, crossing the lake of death to get to the crystal city, scaling the cliffs of insanity, opening flood control dam #5, etc.<br /><br />The design trick to make players *want* to explore is expose puzzles they cannot solve without going into the new areas they uncover. You don't have to provide hints; just do it a couple of times and the players will catch on. When they find the key in the sublevel, they will rush back to the grate on their own... and go down a level in hopes of finding something to get past whatever other puzzles they are stuck on.Anonymousnoreply@blogger.com