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<blockquote data-quote="Varis" data-source="post: 4694173" data-attributes="member: 82427"><p>All Good.</p><p> </p><p></p><p>Thats how it was built.</p><p> </p><p></p><p>There was a time cost paid, not because of the pipe, but because of the fact that the player split up. </p><p>They were provided the necessary information to know that splitting up at this juncture would cost time. </p><p> </p><p>Frankly, there wasn't any reason for them to go up the pipe. They were supposed to evacuate the citadel. They did not know at that time that it was overrun. So why climb up a pipe? Why split to party to do so? Why spend 6 game world hours apart in order to explore a pipe? Because it was there?..ok, if you really want to... they decided to do it, despite knowing the costs involved timewise and the greater risk to the party simply because they have split. Would you choose to do this?</p><p> </p><p>The design decision was based on the historical context of the citadels construction, NOT on how I might imagine the players reacting to it. The only reason this thread exists, is because THE PARTY SPILT UP. If they had for example, all gone up the pipe, 6 games hours would go by in about 2 minutes. </p><p> </p><p>There are other citadels and other roads, and other pipes for that matter, and they are free to explore them all whenever they want. I shall serve their needs to the best of my ability in this respect. Its my job to provide the setting, and allow NPCs to interact/react to the players in the setting. Simple.</p><p> </p><p> </p><p></p><p>The price had nothing to do with the pipe. For all intensive purposes, the pipe could of been another road. The time cost resulted from the party splitting up. Period.</p><p> </p><p></p><p>For all intensive purposes, Chekhov's gun exists all over the setting. Roads, houses, bridges, pipes, streams - I'll describe them at times, even if not relevant, just to complete the setting,..and i'll give more feedback if more questions are asked about a certain road for example. It doesnt mean its important as a road, and therefore deserves further exploration. It means i'm providing the players with the observable facts in front of them. Its up to the players to decide on a course of action. </p><p> </p><p>If the players are expecting me to guide them by virtue of 'placing' things in front of them and nudging them in a certain direction, they will be waiting a long time. This to me, is artificial.</p></blockquote><p></p>
[QUOTE="Varis, post: 4694173, member: 82427"] All Good. Thats how it was built. There was a time cost paid, not because of the pipe, but because of the fact that the player split up. They were provided the necessary information to know that splitting up at this juncture would cost time. Frankly, there wasn't any reason for them to go up the pipe. They were supposed to evacuate the citadel. They did not know at that time that it was overrun. So why climb up a pipe? Why split to party to do so? Why spend 6 game world hours apart in order to explore a pipe? Because it was there?..ok, if you really want to... they decided to do it, despite knowing the costs involved timewise and the greater risk to the party simply because they have split. Would you choose to do this? The design decision was based on the historical context of the citadels construction, NOT on how I might imagine the players reacting to it. The only reason this thread exists, is because THE PARTY SPILT UP. If they had for example, all gone up the pipe, 6 games hours would go by in about 2 minutes. There are other citadels and other roads, and other pipes for that matter, and they are free to explore them all whenever they want. I shall serve their needs to the best of my ability in this respect. Its my job to provide the setting, and allow NPCs to interact/react to the players in the setting. Simple. The price had nothing to do with the pipe. For all intensive purposes, the pipe could of been another road. The time cost resulted from the party splitting up. Period. For all intensive purposes, Chekhov's gun exists all over the setting. Roads, houses, bridges, pipes, streams - I'll describe them at times, even if not relevant, just to complete the setting,..and i'll give more feedback if more questions are asked about a certain road for example. It doesnt mean its important as a road, and therefore deserves further exploration. It means i'm providing the players with the observable facts in front of them. Its up to the players to decide on a course of action. If the players are expecting me to guide them by virtue of 'placing' things in front of them and nudging them in a certain direction, they will be waiting a long time. This to me, is artificial. [/QUOTE]
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