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Sandboxes? Forked from Paizo reinvents hexcrawling
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5127182" data-attributes="member: 710"><p>I kinda like this description, especially since one can probably turn it around for adventure paths. In an adventure path, the player's choices are focused by the adventure path. </p><p>The players have plenty of choices, but they focus their choices on stuff that feeds into prolonging the adventure path. If an element of the adventure path comes to a choice, the players have the choice of ignoring it, but usually they will focus on taking those choices that advance the plot of the adventure path. That doesn't mean the choice is always the same for every player and as such a "non-choice". There are usually many ways through a path, but they still lead through the path and not somewhere else.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5127182, member: 710"] I kinda like this description, especially since one can probably turn it around for adventure paths. In an adventure path, the player's choices are focused by the adventure path. The players have plenty of choices, but they focus their choices on stuff that feeds into prolonging the adventure path. If an element of the adventure path comes to a choice, the players have the choice of ignoring it, but usually they will focus on taking those choices that advance the plot of the adventure path. That doesn't mean the choice is always the same for every player and as such a "non-choice". There are usually many ways through a path, but they still lead through the path and not somewhere else. [/QUOTE]
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