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Do You Prefer Sandbox or Party Level Areas In Your Game World?
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<blockquote data-quote="tetrasodium" data-source="post: 8224632" data-attributes="member: 93670"><p>I don't watch him run games & only stumbled on his stuff a couple weeks back with the whole illusion of choice video he did, but that same sort of plate spinning on the fly construction from notes takes a slightly different approach when it comes to running a dungeon. Less A to B & reading of descriptions from the page for things with predefined solutions, more mystery & atmospheric buildup to descriptions & design as fits the actions of the group with things that draw the characters in. If you throw in a <a href="https://www.youtube.com/watch?v=jVeQcDfQq_o" target="_blank">puzzle</a>, instead of having a solution just describe some obstacle & let the players work at creating a solution that makes gradual process until enough of the group is involved enough & has had fun building an amazing solution on the fly. Nobody will remember the cool thing they didn't find or open, your payers will remember the time they snuck into the bbeg's party as hired wait staff with staff passs bearing an arcane mark, reworked the divination on the bbeg's safe to recognize the staff pass, reworked the wards to redirect the arcane energies buzzing in the safe into plant growth vines instead of the believed disintegrate blast & had the barbarian pull the lever all alone in a room after raging only to survive with a not so bad explosion that totally wrecked the room. They will remember that because they did the whole thing oceans eleven style so will never know or care what parts were written & what parts were integrated entirely because the players came up with an awesome idea for a dc9000 safe<a href="https://fate-srd.com/fate-core/challenges" target="_blank"> challenge</a>.</p><p></p><p>Here are a couple good videos[spoiler]</p><p>[MEDIA=youtube]BVKRUrBDCGc[/MEDIA]</p><p></p><p>[MEDIA=youtube]ce2FjRfRv7Q:52[/MEDIA]</p><p>[MEDIA=youtube]Fwj9M4qVafE[/MEDIA]</p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8224632, member: 93670"] I don't watch him run games & only stumbled on his stuff a couple weeks back with the whole illusion of choice video he did, but that same sort of plate spinning on the fly construction from notes takes a slightly different approach when it comes to running a dungeon. Less A to B & reading of descriptions from the page for things with predefined solutions, more mystery & atmospheric buildup to descriptions & design as fits the actions of the group with things that draw the characters in. If you throw in a [URL='https://www.youtube.com/watch?v=jVeQcDfQq_o']puzzle[/URL], instead of having a solution just describe some obstacle & let the players work at creating a solution that makes gradual process until enough of the group is involved enough & has had fun building an amazing solution on the fly. Nobody will remember the cool thing they didn't find or open, your payers will remember the time they snuck into the bbeg's party as hired wait staff with staff passs bearing an arcane mark, reworked the divination on the bbeg's safe to recognize the staff pass, reworked the wards to redirect the arcane energies buzzing in the safe into plant growth vines instead of the believed disintegrate blast & had the barbarian pull the lever all alone in a room after raging only to survive with a not so bad explosion that totally wrecked the room. They will remember that because they did the whole thing oceans eleven style so will never know or care what parts were written & what parts were integrated entirely because the players came up with an awesome idea for a dc9000 safe[URL='https://fate-srd.com/fate-core/challenges'] challenge[/URL]. Here are a couple good videos[spoiler] [MEDIA=youtube]BVKRUrBDCGc[/MEDIA] [MEDIA=youtube]ce2FjRfRv7Q:52[/MEDIA] [MEDIA=youtube]Fwj9M4qVafE[/MEDIA] [/spoiler] [/QUOTE]
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