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Things that don't translate to the table top
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<blockquote data-quote="Oliver Shead" data-source="post: 6566967" data-attributes="member: 6792001"><p>Yeah interesting point. I think they can translate... sometimes! Depends on how you want to do it. I have certainly played a few adventures back in my 2nd Ed AD&D days, when the DM had a trap mechanism with a certain mechanism to undo it, and if it didn't work quite right then a golem would come active. But those are fairly common to adventures I think. I reckon it depends on how "set in stone" the alternate is - for a trap or a map, that's cool, but for an alternate ending to the whole story...yeah that's virtually impossible unless you want to railroad (in my opinion). Actually, that's what I love about RPGs! Because they're so open, I have NO IDEA how it's going to end.</p><p></p><p>Visuals are totally hard to replicate unless you use pictures and epic description. But what irks me is when the GM goes on trying to describe every last detail, taking ages...instead of giving a fluid, rich description that allows you to use your imagination. It's more like a book than a video game I reckon - and so it's good to get the players to participate in the imaginings. </p><p></p><p>Exploring and finding is totally doable with a dungeon that has totally been mapped out, with traps and secret passageways and lots of goodies to find in unusual locations. I do love that aspect of dungeons, even if I find it pretty unrealistic. It's great fun finding stuff and going and exploring. I have even had that sense of exploration and wonder when on an island, where I could go all over the place, finding where the goblins lived, what was at the beach, all the monsters and creatures and secret nooks and crannies. Awesome fun - so this can totally be translated I reckon.</p><p></p><p>Stealth... that's an interesting one. I usually let the players tell me what they plan to do with their stealth and then get them to roll a varied check with that. Then it has a particular effect depending on what they say.</p></blockquote><p></p>
[QUOTE="Oliver Shead, post: 6566967, member: 6792001"] Yeah interesting point. I think they can translate... sometimes! Depends on how you want to do it. I have certainly played a few adventures back in my 2nd Ed AD&D days, when the DM had a trap mechanism with a certain mechanism to undo it, and if it didn't work quite right then a golem would come active. But those are fairly common to adventures I think. I reckon it depends on how "set in stone" the alternate is - for a trap or a map, that's cool, but for an alternate ending to the whole story...yeah that's virtually impossible unless you want to railroad (in my opinion). Actually, that's what I love about RPGs! Because they're so open, I have NO IDEA how it's going to end. Visuals are totally hard to replicate unless you use pictures and epic description. But what irks me is when the GM goes on trying to describe every last detail, taking ages...instead of giving a fluid, rich description that allows you to use your imagination. It's more like a book than a video game I reckon - and so it's good to get the players to participate in the imaginings. Exploring and finding is totally doable with a dungeon that has totally been mapped out, with traps and secret passageways and lots of goodies to find in unusual locations. I do love that aspect of dungeons, even if I find it pretty unrealistic. It's great fun finding stuff and going and exploring. I have even had that sense of exploration and wonder when on an island, where I could go all over the place, finding where the goblins lived, what was at the beach, all the monsters and creatures and secret nooks and crannies. Awesome fun - so this can totally be translated I reckon. Stealth... that's an interesting one. I usually let the players tell me what they plan to do with their stealth and then get them to roll a varied check with that. Then it has a particular effect depending on what they say. [/QUOTE]
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