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<blockquote data-quote="Charlaquin" data-source="post: 8001610" data-attributes="member: 6779196"><p>It’s a pretty fundamental game design tool. Metroidvanias and Soulslikes provide excellent examples of telegraphing used to good effect. In my opinion it’s pretty much essential to any game where the storytelling is primarily environmental.</p><p></p><p></p><p>Agreed.</p><p></p><p></p><p>Learning to telegraph effectively takes practice. It’s also difficult to express what good telegraphing looks like in this format. We tend to focus on specific scenarios, whereas telegraphing often involves clues seeded throughout an adventure, location, or even a whole campaign to communicate telegraphs through context. Maybe the first time the players encounter an object hidden in a futon it has the equivalent of a search here sign, but that’s just to teach the players what to look for. As you go on you can get subtler and less direct with their cues. Going back to the kobold with the gem hidden in a secret compartment in the heel of its boot example, if that’s an independent occurrence it will need a pretty direct telegraph like pointing out that he’s wearing boots when all the other Kobolds have only rope sandals. But if it’s established lore that Kobolds are master cobblers who often build secret compartments into the boots they make, then you don’t have to say a thing. Players familiar with that bit of lore will already be keen to check fallen Kobolds’ boots for secret compartments.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8001610, member: 6779196"] It’s a pretty fundamental game design tool. Metroidvanias and Soulslikes provide excellent examples of telegraphing used to good effect. In my opinion it’s pretty much essential to any game where the storytelling is primarily environmental. Agreed. Learning to telegraph effectively takes practice. It’s also difficult to express what good telegraphing looks like in this format. We tend to focus on specific scenarios, whereas telegraphing often involves clues seeded throughout an adventure, location, or even a whole campaign to communicate telegraphs through context. Maybe the first time the players encounter an object hidden in a futon it has the equivalent of a search here sign, but that’s just to teach the players what to look for. As you go on you can get subtler and less direct with their cues. Going back to the kobold with the gem hidden in a secret compartment in the heel of its boot example, if that’s an independent occurrence it will need a pretty direct telegraph like pointing out that he’s wearing boots when all the other Kobolds have only rope sandals. But if it’s established lore that Kobolds are master cobblers who often build secret compartments into the boots they make, then you don’t have to say a thing. Players familiar with that bit of lore will already be keen to check fallen Kobolds’ boots for secret compartments. [/QUOTE]
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