Adventure in Marloth narratives should be fun, but it should not be about pursuing fun.
Adventure should not be a means of escaping responsibility, it should happen because of responsibility.
In other words, adventure should not be about avoiding things a character doesn’t want to do, it is a counter-intuitive thrill in the midst of trials.
Adventures are an exciting bother.
There’s nothing inherently wrong with happy-go-lucky adventure, but with everything I am trying to accomplish with Marloth, any adventure which doesn’t invest in Peace in the eye of the storm is a missed opportunity.
It’s a matter of optimization. Marloth is an ambitious recipe and requires efficient use of its ingredients.
While there may not be anything inherently wrong with happy-go-lucky adventure, it is still dangerous.