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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="Lanefan" data-source="post: 9678646" data-attributes="member: 29398"><p>What the roll locks or unlocks is progression in a different direction and-or with a different purpose.</p><p></p><p>For example, from my own game:</p><p></p><p>I wrote (in full near-publishable form) two modules containing a connected string of five discrete adventures. The first of these adventures (an empty villa on a hill) contains two elements: a hidden room with a poetic clue that ties this all together, and a teleport trap that puts whoever goes through it smack into the middle of the next adventure (the dungeons of a Yuan-Ti held castle where they have to fight and-or sneak their way out from the inside).</p><p></p><p>If they hit the teleporter before finding the clue they might never know why they're doing what they're doing, and having fought their way out of the castle (and eventually learning they're now hundreds of miles from where they started at the villa) they could very well abandon the whole thing. Or, they might carry on and end up doing some or all of the subsequent adventures anyway, again without realizing there's a connection. Or they might learn of the connection in some other way, then have to return to the villa and figure out what they missed.</p><p></p><p>As DM I'm fine with any of these outcomes, which is partly why I wrote it that way. (in play when I ran this, by sheer luck they did find the clue first)</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9678646, member: 29398"] What the roll locks or unlocks is progression in a different direction and-or with a different purpose. For example, from my own game: I wrote (in full near-publishable form) two modules containing a connected string of five discrete adventures. The first of these adventures (an empty villa on a hill) contains two elements: a hidden room with a poetic clue that ties this all together, and a teleport trap that puts whoever goes through it smack into the middle of the next adventure (the dungeons of a Yuan-Ti held castle where they have to fight and-or sneak their way out from the inside). If they hit the teleporter before finding the clue they might never know why they're doing what they're doing, and having fought their way out of the castle (and eventually learning they're now hundreds of miles from where they started at the villa) they could very well abandon the whole thing. Or, they might carry on and end up doing some or all of the subsequent adventures anyway, again without realizing there's a connection. Or they might learn of the connection in some other way, then have to return to the villa and figure out what they missed. As DM I'm fine with any of these outcomes, which is partly why I wrote it that way. (in play when I ran this, by sheer luck they did find the clue first) [/QUOTE]
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[rant]The conservatism of D&D fans is exhausting.
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