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<blockquote data-quote="nomotog" data-source="post: 6567105" data-attributes="member: 6691958"><p>It's kind of a little odd how often railroading is a thing when RPGs can be this big open thing. Like I recall debates where the argument went along the lines of rail road your players, but don't let them know. Most adventures I have bought are presented in a narrow railroad fashion. I think it's just that the effort needed to make a more open game isn't always rewarded. </p><p></p><p>I think it was in D&D 3.5, there was like a war on flavor text. It started out being two of 3 paragraphs, but by the end was cut down to a sentence or two. It was a universal thing that players didn't like big long descriptions and they wouldn't even listen.</p><p></p><p>A map is actually one of the ways I have used to handle exploration in kind of a good feeling way. It's something visual the player can see all their options and get a vague idea about what they mean. The tricky part with exploration is trying to give the player a fair chance to find something without giving it away at the same time.</p><p></p><p>For stealth, I have a little rulelte that I am toying with. Guards and people and ect have a kind of vision cone. They can only focus on one thing at a time action (card game), object (the door), or area (the garden). They get a hefty bonus to notice things happening with what they are focusing on, but a hefty demerit on noticing anything else. If they are watching, then odds are you will fail, but if they aren't odds are you will win, so the idea is that players are trying to manipulate and move the guards focus.</p></blockquote><p></p>
[QUOTE="nomotog, post: 6567105, member: 6691958"] It's kind of a little odd how often railroading is a thing when RPGs can be this big open thing. Like I recall debates where the argument went along the lines of rail road your players, but don't let them know. Most adventures I have bought are presented in a narrow railroad fashion. I think it's just that the effort needed to make a more open game isn't always rewarded. I think it was in D&D 3.5, there was like a war on flavor text. It started out being two of 3 paragraphs, but by the end was cut down to a sentence or two. It was a universal thing that players didn't like big long descriptions and they wouldn't even listen. A map is actually one of the ways I have used to handle exploration in kind of a good feeling way. It's something visual the player can see all their options and get a vague idea about what they mean. The tricky part with exploration is trying to give the player a fair chance to find something without giving it away at the same time. For stealth, I have a little rulelte that I am toying with. Guards and people and ect have a kind of vision cone. They can only focus on one thing at a time action (card game), object (the door), or area (the garden). They get a hefty bonus to notice things happening with what they are focusing on, but a hefty demerit on noticing anything else. If they are watching, then odds are you will fail, but if they aren't odds are you will win, so the idea is that players are trying to manipulate and move the guards focus. [/QUOTE]
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