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<blockquote data-quote="Janx" data-source="post: 5187293" data-attributes="member: 8835"><p>I don't know about being bad play, or 2E-ism design. I do know it's pretty easy to design a site made of wood (not a traditional dungeon, but realistic enough for the scene), and forget that the players could just set it on fire.</p><p></p><p>I had that happen in the 1st session of 1 campaign, and before they did it, I had to remind them that the BBEG supposdly had their crewmate in there. Otherwise, I very nearly had my simple short 1st adventure cut down dramatically.</p><p></p><p>I could have made the structure of stone to avoid that, but it seemed natural that it be of wood. I was just lucky that I could present the players with information that presented a Choice that would potentially discourage them from short-cutting my adventure dramatically.</p><p></p><p>I like the idea of setting up Situations, as thats what I try to do (and perhaps I misuse the word Plot when I describe it).</p><p></p><p>it may be, that as part of the design stage of an adventure, the GM check for:</p><p>chokepoints where if X doesn't happen the goal is stuck?</p><p>what if the PCs set it on fire?</p><p>what if the PCs go the wrong way, but think they are going the right way?</p><p>What if the PCs take too long?</p><p>What if the PCs fail at something?</p><p></p><p>I think if the PC deliberately go the wrong way (or don't bite the hook) or get hostile with non-enemies, the adventure you planned to run is done and you enter failure mode. Which is its own situation to deal with, and relatively a different topic/problem.</p></blockquote><p></p>
[QUOTE="Janx, post: 5187293, member: 8835"] I don't know about being bad play, or 2E-ism design. I do know it's pretty easy to design a site made of wood (not a traditional dungeon, but realistic enough for the scene), and forget that the players could just set it on fire. I had that happen in the 1st session of 1 campaign, and before they did it, I had to remind them that the BBEG supposdly had their crewmate in there. Otherwise, I very nearly had my simple short 1st adventure cut down dramatically. I could have made the structure of stone to avoid that, but it seemed natural that it be of wood. I was just lucky that I could present the players with information that presented a Choice that would potentially discourage them from short-cutting my adventure dramatically. I like the idea of setting up Situations, as thats what I try to do (and perhaps I misuse the word Plot when I describe it). it may be, that as part of the design stage of an adventure, the GM check for: chokepoints where if X doesn't happen the goal is stuck? what if the PCs set it on fire? what if the PCs go the wrong way, but think they are going the right way? What if the PCs take too long? What if the PCs fail at something? I think if the PC deliberately go the wrong way (or don't bite the hook) or get hostile with non-enemies, the adventure you planned to run is done and you enter failure mode. Which is its own situation to deal with, and relatively a different topic/problem. [/QUOTE]
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