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Liquid Awesome
I'm working on a writing project and one of the concepts I'm discussing is obstacles that aren't really there to stop the PC's but instead are designed to pose the question "How bad do you want it?" The simplest example I can think of is a locked door that requires a specific key to open. The PC's could go on a side quest to obtain that key or they could just leave the door alone. It depends on how badly they want what's on the other side.
Do you have any examples of this kind of thing from your games? I'd love to hear some.
Do you have any examples of this kind of thing from your games? I'd love to hear some.