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Judgement calls vs "railroading"
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<blockquote data-quote="Lanefan" data-source="post: 7062743" data-attributes="member: 29398"><p>Depending on various factors, probably the most important of which is the design of the dungeon itself, the results might be very similar each time or might be wildly different each time. See below...</p><p></p><p>Depending on various factors, in this case the most important of which is probably whether the PCs in fact choose to move on to each next step when presented, the results might be very similar each time or might be wildly different each time.</p><p></p><p>Getting back to the B/X dungeon example:</p><p></p><p>If the dungeon is a straight-ahead linear design (as some old tournament modules are) there might not be all that much difference in experience from one group to the next, assuming at least vague similarity between the groups e.g. number of characters, average level, etc. But if the dungeon has numerous entrances and - once inside - numerous different interweaving paths and stairs and ways to go such that parties might encounter things in a much different sequence each time then the in-play experience might never be the same (or anywhere even close) twice.</p><p></p><p>L1 Secret of Bone Hill is a great example of the latter. There's about 5 or 6 different ways into the thing and once inside there's various options as to what to do next. I've played in this twice (three times?) and run it twice and the results have been vastly different each time as you just never know what order things will happen in or from which direction(s) the party will approach any given scenario.</p><p></p><p>Judges' Guild's Dark Tower (which I'm currently running) is another and perhaps even better example. In fact, I'm finding the module writer even managed to defeat himself with his impressive dungeon design: in numerous instances the answer for the problem in area x, say, is to be found in area y; with the implicit assumption the party will hit them in the order y-then-x. However there's so many different ways a party can go once inside that thing* that the odds of hitting these areas in the right order is almost miniscule!</p><p></p><p>* - including vertical access: I've never seen a dungeon with so many different ways of getting from one floor to another. It's excellent! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7062743, member: 29398"] Depending on various factors, probably the most important of which is the design of the dungeon itself, the results might be very similar each time or might be wildly different each time. See below... Depending on various factors, in this case the most important of which is probably whether the PCs in fact choose to move on to each next step when presented, the results might be very similar each time or might be wildly different each time. Getting back to the B/X dungeon example: If the dungeon is a straight-ahead linear design (as some old tournament modules are) there might not be all that much difference in experience from one group to the next, assuming at least vague similarity between the groups e.g. number of characters, average level, etc. But if the dungeon has numerous entrances and - once inside - numerous different interweaving paths and stairs and ways to go such that parties might encounter things in a much different sequence each time then the in-play experience might never be the same (or anywhere even close) twice. L1 Secret of Bone Hill is a great example of the latter. There's about 5 or 6 different ways into the thing and once inside there's various options as to what to do next. I've played in this twice (three times?) and run it twice and the results have been vastly different each time as you just never know what order things will happen in or from which direction(s) the party will approach any given scenario. Judges' Guild's Dark Tower (which I'm currently running) is another and perhaps even better example. In fact, I'm finding the module writer even managed to defeat himself with his impressive dungeon design: in numerous instances the answer for the problem in area x, say, is to be found in area y; with the implicit assumption the party will hit them in the order y-then-x. However there's so many different ways a party can go once inside that thing* that the odds of hitting these areas in the right order is almost miniscule! * - including vertical access: I've never seen a dungeon with so many different ways of getting from one floor to another. It's excellent! :) Lanefan [/QUOTE]
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