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General Tabletop Discussion
*Dungeons & Dragons
No Fixed Location -- dynamically rearranging items, monsters, and other game elements in the interests of storytelling
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<blockquote data-quote="Coroc" data-source="post: 7908613" data-attributes="member: 6895991"><p>[USER=6993955]@Fenris-77[/USER] [USER=6779196]@Charlaquin[/USER] [USER=6801286]@Imaculata[/USER] </p><p></p><p>Well you are all correct that the truth lies somewhere in the middle.</p><p></p><p>I could not enjoy a game where I notice the DM is trying to help through every fight.</p><p></p><p>Otoh even if there is "open world" communicated I think some "design limits" should be in order.</p><p>Imagine your group of level 1 PCs just walks out of their hometown.</p><p>If they take the road left they find a cave with pesky kobolds which are about the right challenge for their level. If they walk straight they meet some orcs which can be deadly for them but maybe they still manage.</p><p>So far it is all fair game impov.</p><p>But beware them walking right, because after some miles they land in a swampy area where the level 20 green dragon has made his lair. Them, expecting lizardmen (and maybe meeting some of those, who are in fact servants of the green dragon) suddenly are in something far out of their scope, and, if played realistic is 100% TPK.</p><p>Why, you may ask. It was communicated upfront, they did eventually not read the signs (swamp=lair?) or whatever.</p><p>But just think about this: Would the city allow such a big threat existing in their near surroundings?</p><p>And if, for eventually they could not get rid of it or for whatever reasons, would not the existence of this beast being so close be the biggest story of them all in the hometown? </p><p>So if you got this scenario, then the players never could logically run into that encounter unwarned or your "realistic" sandbox open world has some very big design flaws.</p></blockquote><p></p>
[QUOTE="Coroc, post: 7908613, member: 6895991"] [USER=6993955]@Fenris-77[/USER] [USER=6779196]@Charlaquin[/USER] [USER=6801286]@Imaculata[/USER] Well you are all correct that the truth lies somewhere in the middle. I could not enjoy a game where I notice the DM is trying to help through every fight. Otoh even if there is "open world" communicated I think some "design limits" should be in order. Imagine your group of level 1 PCs just walks out of their hometown. If they take the road left they find a cave with pesky kobolds which are about the right challenge for their level. If they walk straight they meet some orcs which can be deadly for them but maybe they still manage. So far it is all fair game impov. But beware them walking right, because after some miles they land in a swampy area where the level 20 green dragon has made his lair. Them, expecting lizardmen (and maybe meeting some of those, who are in fact servants of the green dragon) suddenly are in something far out of their scope, and, if played realistic is 100% TPK. Why, you may ask. It was communicated upfront, they did eventually not read the signs (swamp=lair?) or whatever. But just think about this: Would the city allow such a big threat existing in their near surroundings? And if, for eventually they could not get rid of it or for whatever reasons, would not the existence of this beast being so close be the biggest story of them all in the hometown? So if you got this scenario, then the players never could logically run into that encounter unwarned or your "realistic" sandbox open world has some very big design flaws. [/QUOTE]
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No Fixed Location -- dynamically rearranging items, monsters, and other game elements in the interests of storytelling
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