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Sandboxes? Forked from Paizo reinvents hexcrawling
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<blockquote data-quote="Umbran" data-source="post: 5129774" data-attributes="member: 177"><p>While that seems a theoretical possibility, I don't recall ever seeing it in any of the linear games I've played. You see, that's kind of the point of the linear game, the <em>raison d'etre</em> of the railroad - getting the characters to go from point A to point B. Either they know what the goal is, or they don't need to know it, as they'll be carried along to it regardless. If they fumble away from the goal, the GM pushes them back towards it. </p><p></p><p>That pushing seems to me to be the major complaint against the linear style. I don't see it credible that we now have to worry about the linear games that don't push the players to the goal.</p><p></p><p>It would not seem unreasonable to me to say that the major point of linear play is to remove the need for player strategic choices, so that they may focus on the tactical ones.</p></blockquote><p></p>
[QUOTE="Umbran, post: 5129774, member: 177"] While that seems a theoretical possibility, I don't recall ever seeing it in any of the linear games I've played. You see, that's kind of the point of the linear game, the [I]raison d'etre[/I] of the railroad - getting the characters to go from point A to point B. Either they know what the goal is, or they don't need to know it, as they'll be carried along to it regardless. If they fumble away from the goal, the GM pushes them back towards it. That pushing seems to me to be the major complaint against the linear style. I don't see it credible that we now have to worry about the linear games that don't push the players to the goal. It would not seem unreasonable to me to say that the major point of linear play is to remove the need for player strategic choices, so that they may focus on the tactical ones. [/QUOTE]
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Sandboxes? Forked from Paizo reinvents hexcrawling
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