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<blockquote data-quote="Celebrim" data-source="post: 3812105" data-attributes="member: 4937"><p>Your post strikes me as a rant, and I can't get up the emotion to respond in kind.</p><p></p><p>Design policy? What kind of design policy precludes player choice? All I'm saying is that it is very hard in general to design challenges where the player's can't or won't attempt to find a way to by pass them. Even if you design a camp shaped dungeon with the idea that the players will sneak into it together, you can't as a DM ensure that that is the course of action that they take. </p><p></p><p>And if you do always ensure that your players can only overcome or even attempt to overcome your challenges in the expected way, then you've got a bigger problem with your design than the fact that the group might legitimately decide to give one player the glory or even split the party.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 3812105, member: 4937"] Your post strikes me as a rant, and I can't get up the emotion to respond in kind. Design policy? What kind of design policy precludes player choice? All I'm saying is that it is very hard in general to design challenges where the player's can't or won't attempt to find a way to by pass them. Even if you design a camp shaped dungeon with the idea that the players will sneak into it together, you can't as a DM ensure that that is the course of action that they take. And if you do always ensure that your players can only overcome or even attempt to overcome your challenges in the expected way, then you've got a bigger problem with your design than the fact that the group might legitimately decide to give one player the glory or even split the party. [/QUOTE]
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