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<blockquote data-quote="doctorbadwolf" data-source="post: 8001422" data-attributes="member: 6704184"><p>See, and I really don't like that. It feels very meta and weird to go out of my way to point out a barrel so that the players will know they should search it, when I wouldn't describe the barrel other to say "there are some barrels in the eastern corner of the room, and XYZ other things in the room" if there wasn't anything of interest in the barrel. </p><p></p><p>If I make the mistake of putting something important in the barrel, and they don't search the barrels, the important thing moves to somewhere they do search, or there is a way around having the important thing. I mean, I don't tend to design adventures in a way where any given item or clue is necessary to move the game forward, but say if the thing is something I just really want them to have. </p><p></p><p></p><p>I also wonder, how many of us in this thread use dungeon delving as a model of adventure, and how many of us for whom the "dungeons" part of the name is just alliteration. I think it might have something to do with preferred approach to resolution, especially in terms of exploration.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8001422, member: 6704184"] See, and I really don't like that. It feels very meta and weird to go out of my way to point out a barrel so that the players will know they should search it, when I wouldn't describe the barrel other to say "there are some barrels in the eastern corner of the room, and XYZ other things in the room" if there wasn't anything of interest in the barrel. If I make the mistake of putting something important in the barrel, and they don't search the barrels, the important thing moves to somewhere they do search, or there is a way around having the important thing. I mean, I don't tend to design adventures in a way where any given item or clue is necessary to move the game forward, but say if the thing is something I just really want them to have. I also wonder, how many of us in this thread use dungeon delving as a model of adventure, and how many of us for whom the "dungeons" part of the name is just alliteration. I think it might have something to do with preferred approach to resolution, especially in terms of exploration. [/QUOTE]
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