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<blockquote data-quote="Crimson Longinus" data-source="post: 9735533" data-attributes="member: 7025508"><p>Well, two options is already more than the one you seemed to think usually exists. It literally gets us from having no choice to having a choice. And of course there are other options, such as tricking the necromancer by giving her a counterfeit, thus fooling her long enough that she divulges the information. (She'll not be pleased later when she notices that she was tricked.)</p><p></p><p></p><p></p><p>But the choice of methodology actually matters, thus it is a meaningful. And there was a time pressure, so it mattered how long it took. And they were in the prison in the first place, as they chose to surrender rather than fight earlier. And they were arrested because they chose to aid an enemy of the de facto leader of the city. And why they were in the city in the first place? That was due decisions they made earlier. And so forth and so forth. It is a chain of players making choices, some more predictable, some much less so. The overall structure this forms has sufficient number of decisions points without obvious answers, that it becomes unpredictable. </p><p></p><p></p><p></p><p>Given that you insisted situations have only one sensible outcome, and this is not the case here, what you say obviously does not follow. And of course you utterly ignored the part about the players setting up the <em>goals</em>, in the first place. Like my campaign has had several adventures about exploring ancient giant culture and their downfall, and this was solely because after a random encounter with giant one player decided that their character becomes hyperfixated on giants and wants to learn about them.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 9735533, member: 7025508"] Well, two options is already more than the one you seemed to think usually exists. It literally gets us from having no choice to having a choice. And of course there are other options, such as tricking the necromancer by giving her a counterfeit, thus fooling her long enough that she divulges the information. (She'll not be pleased later when she notices that she was tricked.) But the choice of methodology actually matters, thus it is a meaningful. And there was a time pressure, so it mattered how long it took. And they were in the prison in the first place, as they chose to surrender rather than fight earlier. And they were arrested because they chose to aid an enemy of the de facto leader of the city. And why they were in the city in the first place? That was due decisions they made earlier. And so forth and so forth. It is a chain of players making choices, some more predictable, some much less so. The overall structure this forms has sufficient number of decisions points without obvious answers, that it becomes unpredictable. Given that you insisted situations have only one sensible outcome, and this is not the case here, what you say obviously does not follow. And of course you utterly ignored the part about the players setting up the [I]goals[/I], in the first place. Like my campaign has had several adventures about exploring ancient giant culture and their downfall, and this was solely because after a random encounter with giant one player decided that their character becomes hyperfixated on giants and wants to learn about them. [/QUOTE]
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