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<blockquote data-quote="KidSnide" data-source="post: 5043011" data-attributes="member: 54710"><p>In discussing decision making, I think it's important to distinguish world-impacting decisions from player direction. </p><p></p><p>I have played in many games that I think of as extremely linear, and yet player decisions are extremely important. For example, a trope of tournament play is going through a series of encounters in which you have less choice about which encounters you play, but you have a large amount of flexibility about how to handle them (including the possibility that you effectively by-pass the encounter). You can't explore a new path, but you can take the one you're on in many ways. At various points, the players can make "key" decisions in which the plot can fork based on what the PCs decide to do. </p><p></p><p>In a game like this, player choice can have a major impact on the game world. In fact, it may be easier to affect the gameworld in this model than a normal sandbox, because the GM has set up scenarios to give influence to the PCs. (War of the Burning Sky is a well executed version of this type of game.)</p><p></p><p>What this type of game doesn't have is <em>player direction</em> because (absent some fork) it's the GM who is decides what adventure to play next. </p><p></p><p>-KS</p></blockquote><p></p>
[QUOTE="KidSnide, post: 5043011, member: 54710"] In discussing decision making, I think it's important to distinguish world-impacting decisions from player direction. I have played in many games that I think of as extremely linear, and yet player decisions are extremely important. For example, a trope of tournament play is going through a series of encounters in which you have less choice about which encounters you play, but you have a large amount of flexibility about how to handle them (including the possibility that you effectively by-pass the encounter). You can't explore a new path, but you can take the one you're on in many ways. At various points, the players can make "key" decisions in which the plot can fork based on what the PCs decide to do. In a game like this, player choice can have a major impact on the game world. In fact, it may be easier to affect the gameworld in this model than a normal sandbox, because the GM has set up scenarios to give influence to the PCs. (War of the Burning Sky is a well executed version of this type of game.) What this type of game doesn't have is [i]player direction[/i] because (absent some fork) it's the GM who is decides what adventure to play next. -KS [/QUOTE]
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