Originally posted by rounser
It sounds like Tonguez is joking, but I'm beginning to come around to this point of view more and more.
Wilderness = Dungeon where the encounters are seperated by distance rather than walls, ...
City = Dungeon where the corridors are streets, ...
Combined with the "number of encounters per level" (13-14 generally) and the "number of adventures per campaign", then - combined with the EL system - it's theoretically possible to get rather quantitative indeed in terms of campaign planning, and plan for certain contingencies based on the form:
If the party chooses to clear some of Wilderness Area A, and all of Dungeon B, whilst completing Adventure C, then....
Very untraditional, but from this sort of framework, you could really get anal(ytical) if you wanted to. Hmmm.....![]()
You remind me of a time the Bureau I work for got a couple of mathematicians in to teach us economists about network analysis. (They did this because we specialise in transport economics, and the bosses figured that most transport systems are networked.) The Director objected to the definition of 'network' they gave, saying "By that definition an industrial process is a network!"
"It is." said one of the mathematicians. "Most of network analysis was worked out by industrial engineers for analysing production processes."
Anyway, I will point out that at this level of analysis even a plot-driven adventure is a dungeon. Different ways to resolve scenes are equivalent to different one-way doors out of rooms in a dungeon. Thus all of RP can be abstracted to traversing directed graphs.
When you think about it this way, you understand why plot-driven adventures with heavy railroading are so dull, and why we in my circle of friends refer to them as "'tunnel of fun' adventures".
Regards,
Agback
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