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How Often do your Players Backtrack?
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<blockquote data-quote="Raven Crowking" data-source="post: 5395674" data-attributes="member: 18280"><p>I think that you will find that the answer depends very much on the structure of the game. I mean this both in terms of the ruleset used and the GM's style.</p><p></p><p>In terms of ruleset, backtracking tends to be most interesting when a range of encounters can be interesting/challenging over a wide range of playtime. I.e., if characters develop along a steep power curve, earlier areas will hold less appeal, unless they are structured so that it is clear that the PCs cannot successfully explore an area at the power level they now possess.</p><p></p><p>By the GM style, I mean that backtracking is far more likely to occur using a milieu that supports and encourages doing so. The following help:</p><p></p><p>(1) Clear indication that areas beyond those immediately explored exist.</p><p></p><p>(2) Conflicting interests, so that exploration of one area may be halted to pursue other goals.</p><p></p><p>(3) Pervasive world details, so that the area left behind, and villians left undefeated, continue to exist within the campaign milieu. Moreover, the PCs are reminded of these locations/individuals whenever it is relevant.</p><p></p><p>(4) Intentional backtracking gimmicks. A good example of this is in one of the Pathfinder series, where a dungeon first discovered in the first module is expanded upon and returned to in a later adventure.</p><p></p><p>It should be obvious that a GM can also prevent backtracking by eliminating any mention of previous areas, not rewarding any backtracking that might occur, and maintaining current threats to such a level that backtracking is simply suicidal.</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 5395674, member: 18280"] I think that you will find that the answer depends very much on the structure of the game. I mean this both in terms of the ruleset used and the GM's style. In terms of ruleset, backtracking tends to be most interesting when a range of encounters can be interesting/challenging over a wide range of playtime. I.e., if characters develop along a steep power curve, earlier areas will hold less appeal, unless they are structured so that it is clear that the PCs cannot successfully explore an area at the power level they now possess. By the GM style, I mean that backtracking is far more likely to occur using a milieu that supports and encourages doing so. The following help: (1) Clear indication that areas beyond those immediately explored exist. (2) Conflicting interests, so that exploration of one area may be halted to pursue other goals. (3) Pervasive world details, so that the area left behind, and villians left undefeated, continue to exist within the campaign milieu. Moreover, the PCs are reminded of these locations/individuals whenever it is relevant. (4) Intentional backtracking gimmicks. A good example of this is in one of the Pathfinder series, where a dungeon first discovered in the first module is expanded upon and returned to in a later adventure. It should be obvious that a GM can also prevent backtracking by eliminating any mention of previous areas, not rewarding any backtracking that might occur, and maintaining current threats to such a level that backtracking is simply suicidal. RC [/QUOTE]
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