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5 Lessons for DMs from the LOST Series Bible
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<blockquote data-quote="delericho" data-source="post: 7653086" data-attributes="member: 22424"><p>And I'm glad for it. It's an interesting topic, and I'd much rather discuss this than the minutae of optimised builds in 3e, or whatever the latest controversy is. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>Interesting. Actually, I like that approach.</p><p></p><p></p><p></p><p>No, I absolutely agree. It's actually something I gave quite a bit of thought to about a year ago, when I concluded that I'd been doing it wrong for 20 years. Basically, I had been in the habit of just placing these things more or less randomly, as one more hazard for the PCs to deal with.</p><p></p><p>After my rethink, though, I concluded that secret doors (and traps) were better treated as challenges for the <em>players</em>, essentially as mini-puzzles within the adventure. And, since they were puzzles, a better way forward would be to apply the Three Clue Rule, in order to give the players some scope with which to find those secret doors/traps/whatever.</p><p></p><p>(Of course, that was what I figured was best <em>for me</em> - I'm not claiming at as a One True Way. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> )</p><p></p><p>(A corollary to this came out of pondering the level design in the Lego Video Games, where I noted that my wife and I had quite different approaches to them - she likes to blaze through the story and then leaves the game, while I prefer to collect all the "True Jedi" marks, the hidden canisters, etc. Which suggested to me that the <em>best</em> adventures should have multiple levels of 'puzzles' - a minimal set of necessary puzzles that must be overcome to complete the adventure, a second set of 'reward' puzzles that aren't required but which give extra treasure or other rewards, and then a third set of 'easter egg' puzzles for those players who are <em>really</em> keen. Of course, actually implementing that is a lot more work than just slapping down a few traps and secret doors!)</p></blockquote><p></p>
[QUOTE="delericho, post: 7653086, member: 22424"] And I'm glad for it. It's an interesting topic, and I'd much rather discuss this than the minutae of optimised builds in 3e, or whatever the latest controversy is. :) Interesting. Actually, I like that approach. No, I absolutely agree. It's actually something I gave quite a bit of thought to about a year ago, when I concluded that I'd been doing it wrong for 20 years. Basically, I had been in the habit of just placing these things more or less randomly, as one more hazard for the PCs to deal with. After my rethink, though, I concluded that secret doors (and traps) were better treated as challenges for the [i]players[/i], essentially as mini-puzzles within the adventure. And, since they were puzzles, a better way forward would be to apply the Three Clue Rule, in order to give the players some scope with which to find those secret doors/traps/whatever. (Of course, that was what I figured was best [i]for me[/i] - I'm not claiming at as a One True Way. :) ) (A corollary to this came out of pondering the level design in the Lego Video Games, where I noted that my wife and I had quite different approaches to them - she likes to blaze through the story and then leaves the game, while I prefer to collect all the "True Jedi" marks, the hidden canisters, etc. Which suggested to me that the [i]best[/i] adventures should have multiple levels of 'puzzles' - a minimal set of necessary puzzles that must be overcome to complete the adventure, a second set of 'reward' puzzles that aren't required but which give extra treasure or other rewards, and then a third set of 'easter egg' puzzles for those players who are [i]really[/i] keen. Of course, actually implementing that is a lot more work than just slapping down a few traps and secret doors!) [/QUOTE]
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