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<blockquote data-quote="Celebrim" data-source="post: 6969678" data-attributes="member: 4937"><p>Tell me more. I don't understand exactly what technique you are describing here, but as I'm always infinitely curious regarding theory and technique.</p><p></p><p></p><p></p><p>This technique, if I'm understanding it rightly, would seem to only work when it's reasonable that the PC's could do a cursory inspection of the entire area, perceive the entire area, and a cursory inspection results in no significant events happening. Otherwise, how could the players perceive 'the entire ground floor'? I'm not familiar with the module, but can you only do this in situation with no closed, much less locked doors, no things that are going to jump out and grab them or any other triggered events? Standing in the foyer, how do you know there is a 'tidy kitchen' to check out, and if you've described it, haven't you also said implicitly, 'There is no danger in the parlor, you can cross it and see into the kitchen without problem?'</p><p></p><p>It also seems like this technique treads dangerously close to assuming behavior on the part of the players. Knowing some of my players, they'd enter the first room, toss burning oil at everything, leave while everything burned down, and only after that start exploring. That's an extreme example, but how do you deal with non-linearity when linearity tends to be an assumed aspect of reality?</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6969678, member: 4937"] Tell me more. I don't understand exactly what technique you are describing here, but as I'm always infinitely curious regarding theory and technique. This technique, if I'm understanding it rightly, would seem to only work when it's reasonable that the PC's could do a cursory inspection of the entire area, perceive the entire area, and a cursory inspection results in no significant events happening. Otherwise, how could the players perceive 'the entire ground floor'? I'm not familiar with the module, but can you only do this in situation with no closed, much less locked doors, no things that are going to jump out and grab them or any other triggered events? Standing in the foyer, how do you know there is a 'tidy kitchen' to check out, and if you've described it, haven't you also said implicitly, 'There is no danger in the parlor, you can cross it and see into the kitchen without problem?' It also seems like this technique treads dangerously close to assuming behavior on the part of the players. Knowing some of my players, they'd enter the first room, toss burning oil at everything, leave while everything burned down, and only after that start exploring. That's an extreme example, but how do you deal with non-linearity when linearity tends to be an assumed aspect of reality? [/QUOTE]
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