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The Art and Science of Worldbuilding For Gameplay [+]
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<blockquote data-quote="Emberashh" data-source="post: 9141408" data-attributes="member: 7040941"><p>I believe the disconnect you're having is that you aren't recognizing that an action is taking place in that example. When the player directs their character to search for a Secret entrance, their success at finding one (through whatever resolution mechanism the game uses) is what says if there is one definitively. Failure doesn't mean there wouldn't be one to find, but it does mean whoever tries again will have to succeed against a higher difficulty, and that the question of whether there is one or not has an unknowable answer until someone succeeds. </p><p></p><p>Its still a choice being made because they're attempting to avoid having to make the choice to brute force their way in, or take whatever other routes are available. To actually deny this would be robbing the players of their volition. </p><p></p><p>Now, unless the change is basically flavor, there is no reason to just unthinkingly add huge, consequential things wholesale to the world on a players whims, but there's also no reason to deny the possibility of a secret entrance to a building. That just isn't that critical of a detail and if it is you did your worldbuilding wrong. </p><p></p><p>And plus, it doesn't have to be an <em>actual</em> secret entrance anyway. A successful check on the players part could instead just reveal an opportunity to make their ingress easier, which is effectively what they're really asking for. The secret entrance part is <em>not important</em>.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9141408, member: 7040941"] I believe the disconnect you're having is that you aren't recognizing that an action is taking place in that example. When the player directs their character to search for a Secret entrance, their success at finding one (through whatever resolution mechanism the game uses) is what says if there is one definitively. Failure doesn't mean there wouldn't be one to find, but it does mean whoever tries again will have to succeed against a higher difficulty, and that the question of whether there is one or not has an unknowable answer until someone succeeds. Its still a choice being made because they're attempting to avoid having to make the choice to brute force their way in, or take whatever other routes are available. To actually deny this would be robbing the players of their volition. Now, unless the change is basically flavor, there is no reason to just unthinkingly add huge, consequential things wholesale to the world on a players whims, but there's also no reason to deny the possibility of a secret entrance to a building. That just isn't that critical of a detail and if it is you did your worldbuilding wrong. And plus, it doesn't have to be an [I]actual[/I] secret entrance anyway. A successful check on the players part could instead just reveal an opportunity to make their ingress easier, which is effectively what they're really asking for. The secret entrance part is [I]not important[/I]. [/QUOTE]
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