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<blockquote data-quote="Jacob Marley" data-source="post: 5790874" data-attributes="member: 89537"><p>This could largely be from a failure to ask the question Why (and also what, where, when, and how)? Why did this group of monsters assemble here? Why was the great dwarven weapon left here? Where did these monster originate? What is there purpose here? </p><p> </p><p>If one is answering these questions as little more than "just because," then I agree that the game will feel an awful lot like Diablo. However, once one starts giving some serious thought to these types of questions, then you begin to develop a history of the region and motivations for adventure. In my opinions, these are the elements that create a living, breathing, immersive world.</p><p> </p><p>For me, random encounters spark a sort of creativity that I have been unable to harness using any other method of adventure design.</p></blockquote><p></p>
[QUOTE="Jacob Marley, post: 5790874, member: 89537"] This could largely be from a failure to ask the question Why (and also what, where, when, and how)? Why did this group of monsters assemble here? Why was the great dwarven weapon left here? Where did these monster originate? What is there purpose here? If one is answering these questions as little more than "just because," then I agree that the game will feel an awful lot like Diablo. However, once one starts giving some serious thought to these types of questions, then you begin to develop a history of the region and motivations for adventure. In my opinions, these are the elements that create a living, breathing, immersive world. For me, random encounters spark a sort of creativity that I have been unable to harness using any other method of adventure design. [/QUOTE]
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