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[Forked from the Escapist Magazine Interview Thread] What implications does E...
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<blockquote data-quote="DDNFan" data-source="post: 6310176" data-attributes="member: 6776483"><p><strong>.</strong></p><p></p><p></p><p></p><p>All of these occurred to my party's eladrin blink-charging thief within two minutes of entry. No keyholes. No gates. No walls less than 40 feet high. No arrow slits at any height. And then our DM realized the whole town was designed for a non-teleporting race.</p><p></p><p>That's more or less when we quit playing entirely. This is what you get when you design your adventures in a vaccuum. So before people jump on my comment as edition warring (it is not), or out of the blue, think of it more like poor adventure design, by adventure designers who think of everything in terms of combat stat blocks and not on a holistic level.</p><p></p><p>All of these interviews with people from Kobold press and Mike Mearls and so on, bring home the fact that adventure design is more organic and free-flow, involving more than just the combat pillar of the game. When you take the blinkers off, you're forced to confront the story implausibilities of having races that value shiny objects with poorly thought out, poorly designed defenses. It was a matter of minutes that we deconstructed that entire setting as being basically a lazy hack.</p></blockquote><p></p>
[QUOTE="DDNFan, post: 6310176, member: 6776483"] [b].[/b] All of these occurred to my party's eladrin blink-charging thief within two minutes of entry. No keyholes. No gates. No walls less than 40 feet high. No arrow slits at any height. And then our DM realized the whole town was designed for a non-teleporting race. That's more or less when we quit playing entirely. This is what you get when you design your adventures in a vaccuum. So before people jump on my comment as edition warring (it is not), or out of the blue, think of it more like poor adventure design, by adventure designers who think of everything in terms of combat stat blocks and not on a holistic level. All of these interviews with people from Kobold press and Mike Mearls and so on, bring home the fact that adventure design is more organic and free-flow, involving more than just the combat pillar of the game. When you take the blinkers off, you're forced to confront the story implausibilities of having races that value shiny objects with poorly thought out, poorly designed defenses. It was a matter of minutes that we deconstructed that entire setting as being basically a lazy hack. [/QUOTE]
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