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Scenario and setting design, with GM and players in mind
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8770819" data-attributes="member: 82106"><p>Well, the archetypal D&D adventure design pattern is actually rather good at NOT doing any of these things that might be disruptive. The PCs delve into the dungeon (or equivalent). It has sneaky traps, deceptive hallways, secret doors, and perhaps unreliable monster 'allies' (more subject to PC action there, but they are potential). None of these is REALLY surprising. They are all known stock factors, although they may have clever variations intended to amuse and challenge. Still, the shape of the 'plot', such as it is, will be very straightforward and linear. This is extended to entire sandboxes, which are literally just hugely scaled up trad dungeons. Map and Key Play is really the way that you make this stuff work, and when you depart from it, you can't guarantee good results at all. OTOH you can't run a map and key type of game without the traditional DM and PC roles and process.</p><p></p><p>So, what you talk about as a 'risk' becomes such only in the context of a game in which true free-form play arises in which the goals and direction aren't clearly articulated by walls and treasure chests. Consequently my answer is simple, stick to walls and treasure chests! I mean, that can cover a pretty great variety of stuff, actually.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8770819, member: 82106"] Well, the archetypal D&D adventure design pattern is actually rather good at NOT doing any of these things that might be disruptive. The PCs delve into the dungeon (or equivalent). It has sneaky traps, deceptive hallways, secret doors, and perhaps unreliable monster 'allies' (more subject to PC action there, but they are potential). None of these is REALLY surprising. They are all known stock factors, although they may have clever variations intended to amuse and challenge. Still, the shape of the 'plot', such as it is, will be very straightforward and linear. This is extended to entire sandboxes, which are literally just hugely scaled up trad dungeons. Map and Key Play is really the way that you make this stuff work, and when you depart from it, you can't guarantee good results at all. OTOH you can't run a map and key type of game without the traditional DM and PC roles and process. So, what you talk about as a 'risk' becomes such only in the context of a game in which true free-form play arises in which the goals and direction aren't clearly articulated by walls and treasure chests. Consequently my answer is simple, stick to walls and treasure chests! I mean, that can cover a pretty great variety of stuff, actually. [/QUOTE]
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