Originally Posted by MalacPok
Implementing a mechanic like this in the very tutorial level would probably send the wrong message: "DO NOT STOP EXPLORING!!! HURRY!!!"

"You stopped to help this woman stuck in the pod? Now you made things harder for yourself!"

The game already creates a false and unnecessary sense of urgency with the tadpole storyline. Some people are even skipping long rests to avoid being turned into mindflayers when an invisible timer reaches a limit. There is no need to create such stressful measures. Why not let players explore things at their own preferred pace? The only reason I was more chill about it, because I've already played a few dozen games that start with "Hurry, the apocalypse is imminent!!!", but you actually have all the time in the world to play some cards in the local tavern.

Maybe the explorer mode would be good for that mentality?

Personally, I was hoping a harder difficulty would be harder.