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<blockquote data-quote="grendel111111" data-source="post: 6808124" data-attributes="member: 6803870"><p>In a "living breathing world" exploring and experiencing the world is not time wasting (it only seem like it because from your point of view you want to get on with "story"). The "story" might be as simple as take a message to Medrack the wizard who lives on a different continent. The message isn't the story, what happens on the way (or the "time wasting") is the story. Who they meet, the alliances they make if they choose to go through the desert, risk the swamps with ROUS, head north and travel through the mountains or navigate by sea with all the risks that come from that.</p><p></p><p></p><p></p><p>I'm not sure if this is what was being talked about with flash cards but it reminded me of a improve D and D game we had last year.</p><p></p><p>There is a game called the forbidden island. It is a board game where an island is sinking (not important) but it has a set of about 45 cards/tiles with locations, each with a name and picture. The DM used the cards to decide possible paths. each time we finished a location he would turn over 3 cards to allow use to choose where to go next. So to get to the watch tower which was our goal we had to go through several "choices". So the first 3 cards were "Cliffs of Abandon", "the Mist Marches" or "the Black Gate". The one you chose determined the what you had to face (marshes had a hydra, cliffs might have been a climbing challenge, each of the different gates had a guardian)</p></blockquote><p></p>
[QUOTE="grendel111111, post: 6808124, member: 6803870"] In a "living breathing world" exploring and experiencing the world is not time wasting (it only seem like it because from your point of view you want to get on with "story"). The "story" might be as simple as take a message to Medrack the wizard who lives on a different continent. The message isn't the story, what happens on the way (or the "time wasting") is the story. Who they meet, the alliances they make if they choose to go through the desert, risk the swamps with ROUS, head north and travel through the mountains or navigate by sea with all the risks that come from that. I'm not sure if this is what was being talked about with flash cards but it reminded me of a improve D and D game we had last year. There is a game called the forbidden island. It is a board game where an island is sinking (not important) but it has a set of about 45 cards/tiles with locations, each with a name and picture. The DM used the cards to decide possible paths. each time we finished a location he would turn over 3 cards to allow use to choose where to go next. So to get to the watch tower which was our goal we had to go through several "choices". So the first 3 cards were "Cliffs of Abandon", "the Mist Marches" or "the Black Gate". The one you chose determined the what you had to face (marshes had a hydra, cliffs might have been a climbing challenge, each of the different gates had a guardian) [/QUOTE]
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