1) We take a risk and try to find the remaining soldiers. The risk involves monsters and cave-ins.
2) We leave notes and head towards the exit. There, we set up camp and wait for a while, in case someone comes out to meet us.
New here? I'm Roha — want a quick tour?
I'm all for leaving; the starting locations are always large and boring, with no interesting content. But since everyone else wants to take a walk, fine.
starting locations are always large and dull, lacking interesting content.
Why die later when you can die now?
By the way, here's an argument in favor of leaving: Neyre and Alex (haha) won't have to wait for us to finish killing each other.
Let me explain. It's not about dying. Let's say, if I go to some palace (assuming I have a decent party), I have the prospect of exploring this location:
a) An active quest
b) The possibility of finding hidden treasure chests, stands with magical artifacts, libraries with books about the history of the world and various events, and the opportunity to influence the plot a little (or a lot).
For this, it's worth suffering and dying a bit.
But what's interesting, what's worth dying for in a random foothill area where a crazy Fuzrodah dropped us? To write "north-west-east-south," roll a die for a landslide and injury, shuffle, repeat? I don't know.
But what’s interesting, what’s worth dying for in a random foothill, where the crazy Fuzrodah dropped us? To write “north-west-east-south,” roll a die for a collapse and injury, shuffle, repeat? Well, I don’t know.
Generally, if one player isn't keen on risking their character without a good reason (and we don't have one), then in this case, I think it's logical to listen and not explore, despite the majority vote. But that's just my opinion.