DonTadow
First Post
???Possibly because empty spaces are a waste of time. It doesn't take 'experience' or 'skill' to piddle around in them, do a smackload of skill rolls to accomplish nothing, and then move on. That's not a hallmark of -good- story design, which is what roleplaying has become about. 4e is embracing that by focusing the player's time and energy on things that -actually make a difference- to the adventure.
A good story has places that makes sense. Its very silly adventure design to have wall to wall encounters, and very unrealistic. At least in a table top role playinggame. Now, if i were playing a video game andf i went into the next room, yeah i expect another mob. But in a role playing game where tabletops are suppose to provide a slightly more natural feel, an adventure needs to have a natural design. Encounters should be where encounters should be and empty spaces should be here they should be. Horrible adventure design is throwing pcs in endless combat, not for story purposes, but to rack up the cr level of the module.