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<blockquote data-quote="Campbell" data-source="post: 7801715" data-attributes="member: 16586"><p>I totally get that telegraphing is a technique with trade offs. I do not use it for more exploratory play like when I run B/X or Stars Without Number. I am about to run Pathfinder 2 and will use far less telegraphing because it has exploration rules that cover this sort of thing really well. I agree it is not the best technique for skilled exploration based play. I happen to believe that Fifth Edition is not well geared for dungeon exploration unless you make some hacks to it.</p><p></p><p>The passage you quoted was about scenario design, not telegraphing. My philosophy about scenario design is that I do not get to decide what is and is not important. I strive to make each element of a scenario as interesting and meaningful as possible and try to not make any assumptions about what the players will or should do. I present the situation and players get to decide how and to what extent they wish to interface with it. Everything should be designed to be interesting. You miss the mark sometimes, but them's is the breaks. It is never my job to decide how things should go.</p><p></p><p>For me telegraphing is about saying what honesty demands, conveying the fictional world honestly, and making sure players know what is at stake in the situation so they can address it however they want to. It does focus you in on the current situation, but I view that as benefit for what I am trying to get out of it which is a sense of immediacy and tension.</p></blockquote><p></p>
[QUOTE="Campbell, post: 7801715, member: 16586"] I totally get that telegraphing is a technique with trade offs. I do not use it for more exploratory play like when I run B/X or Stars Without Number. I am about to run Pathfinder 2 and will use far less telegraphing because it has exploration rules that cover this sort of thing really well. I agree it is not the best technique for skilled exploration based play. I happen to believe that Fifth Edition is not well geared for dungeon exploration unless you make some hacks to it. The passage you quoted was about scenario design, not telegraphing. My philosophy about scenario design is that I do not get to decide what is and is not important. I strive to make each element of a scenario as interesting and meaningful as possible and try to not make any assumptions about what the players will or should do. I present the situation and players get to decide how and to what extent they wish to interface with it. Everything should be designed to be interesting. You miss the mark sometimes, but them's is the breaks. It is never my job to decide how things should go. For me telegraphing is about saying what honesty demands, conveying the fictional world honestly, and making sure players know what is at stake in the situation so they can address it however they want to. It does focus you in on the current situation, but I view that as benefit for what I am trying to get out of it which is a sense of immediacy and tension. [/QUOTE]
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