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General Tabletop Discussion
*TTRPGs General
Emulating exploration without the hexcrawl
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<blockquote data-quote="pemerton" data-source="post: 5826267" data-attributes="member: 42582"><p>Great posts, and I find it very telling that you get responses that immediately characterise your approach as a linear railroad.</p><p></p><p>I think off the cuff can have huge advantages in <em>not</em> railroading, as you can tailor the montage, the encounters, etc to reflect whatever it is that the players are having their PCs do. It's a very dynamic approach to play.</p><p></p><p>One mechanical issue in off the cuff D&D can be if the players expect to be using divination magic to "outsmart" the GM (in the style of classic dungeoneering play), which is a style of play that tends to rely on the map being predrawn and the GM having already committed to various creatures and treasures being in various locations. But that is a fairly specialised approach to play, and so not a general reason to avoid or be worries about off the cuff GMing.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5826267, member: 42582"] Great posts, and I find it very telling that you get responses that immediately characterise your approach as a linear railroad. I think off the cuff can have huge advantages in [I]not[/I] railroading, as you can tailor the montage, the encounters, etc to reflect whatever it is that the players are having their PCs do. It's a very dynamic approach to play. One mechanical issue in off the cuff D&D can be if the players expect to be using divination magic to "outsmart" the GM (in the style of classic dungeoneering play), which is a style of play that tends to rely on the map being predrawn and the GM having already committed to various creatures and treasures being in various locations. But that is a fairly specialised approach to play, and so not a general reason to avoid or be worries about off the cuff GMing. [/QUOTE]
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