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<blockquote data-quote="buzz" data-source="post: 3984192" data-attributes="member: 6777"><p>True, but knowing the end doesn't necessarily mean that choices can't be meaningful en route. For example, a supplement for the RPG <em>Sorcerer</em> has an option for a PC to have a specific destiny, meaning that the player may know full well that their PC simply cannot die until that destiny is achieved. Does that make the game boring? No, because now the PC can be faced with a number of hard choices made harder by the fact that sacrificing themselves isn't an option.</p><p></p><p>Granted, not knowing the outcome is probably more consistently fun. </p><p></p><p>(Which reminds me that it's unfortunate that most non-dungeon-crawl adventures for D&D that I've seen are so heavily plotted. One of the reasons I will not pull punches as a DM is because PC death is too often one of the few variables left in an adventure.)</p></blockquote><p></p>
[QUOTE="buzz, post: 3984192, member: 6777"] True, but knowing the end doesn't necessarily mean that choices can't be meaningful en route. For example, a supplement for the RPG [i]Sorcerer[/i] has an option for a PC to have a specific destiny, meaning that the player may know full well that their PC simply cannot die until that destiny is achieved. Does that make the game boring? No, because now the PC can be faced with a number of hard choices made harder by the fact that sacrificing themselves isn't an option. Granted, not knowing the outcome is probably more consistently fun. (Which reminds me that it's unfortunate that most non-dungeon-crawl adventures for D&D that I've seen are so heavily plotted. One of the reasons I will not pull punches as a DM is because PC death is too often one of the few variables left in an adventure.) [/QUOTE]
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