D'karr
Adventurer
I see the problem as one of improper dependency.
You have tied the entirety of the campaign on the players following this very "scripted" methodology to find this particular entrance. You say that you are trying to avoid railroading, and somehow you want to preserve verisimilitude, but the entirety of this seems heavily on rails. Either the PCs find the entrance, or they don't. But if they don't then the campaign should continue in another direction, else it's a railroad
Reaching that entrance from another point apparently impacts the sense of verisimilitude, but then you rely (depend) on a gather information roll, a diplomacy roll, and a search check to even find this entrance.
Which one is more important the continuation of the campaign, or the sense of verisimilitude?
Sounds like one of those motivational posters:
You have tied the entirety of the campaign on the players following this very "scripted" methodology to find this particular entrance. You say that you are trying to avoid railroading, and somehow you want to preserve verisimilitude, but the entirety of this seems heavily on rails. Either the PCs find the entrance, or they don't. But if they don't then the campaign should continue in another direction, else it's a railroad
Reaching that entrance from another point apparently impacts the sense of verisimilitude, but then you rely (depend) on a gather information roll, a diplomacy roll, and a search check to even find this entrance.
Which one is more important the continuation of the campaign, or the sense of verisimilitude?
Sounds like one of those motivational posters:
VERISIMILITUDE
Wrecking D&D campaigns since 1974
Wrecking D&D campaigns since 1974
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