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Why Jargon is Bad, and Some Modern Resources for RPG Theory
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<blockquote data-quote="Umbran" data-source="post: 8655381" data-attributes="member: 177"><p>Let us try an example from The Wild Beyond the Witchlight:</p><p>[spoiler="Because this is a fairly new adventure..."]</p><p>The characters start at the entrance of the Witchlight Carnival, which is Chapter 1.</p><p></p><p>There is <em>only one</em> passage in the Carnival to the Feywild. It only goes to one place in the Feywild. There are several ways to find this passage, including one <em>deus ex machina</em> to ensure it can happen. But if you do not choose to go through the passage, the adventure is done. The passage is one-way.</p><p></p><p>Once you have reached the Feywild, you are in Chapter 2, in a largish area in which to adventure, but you may not leave until you find one of the handful of guides that can take you to Chapter 3, 4, or 5. The guides are placed such that the most likely path is to go linearly though 2 through 5, but there's technically the ability to branch.</p><p></p><p>There are only four entities in the adventure with the power to allow the characters to leave altogether - three of them are antagonists, and the fourth is in Chapter 5, at the expected end of the adventure.</p><p></p><p>Strictly speaking, as written, the PCs cannot reach high enough level to free themselves from the Feywild.[/spoiler]</p></blockquote><p></p>
[QUOTE="Umbran, post: 8655381, member: 177"] Let us try an example from The Wild Beyond the Witchlight: [spoiler="Because this is a fairly new adventure..."] The characters start at the entrance of the Witchlight Carnival, which is Chapter 1. There is [I]only one[/I] passage in the Carnival to the Feywild. It only goes to one place in the Feywild. There are several ways to find this passage, including one [I]deus ex machina[/I] to ensure it can happen. But if you do not choose to go through the passage, the adventure is done. The passage is one-way. Once you have reached the Feywild, you are in Chapter 2, in a largish area in which to adventure, but you may not leave until you find one of the handful of guides that can take you to Chapter 3, 4, or 5. The guides are placed such that the most likely path is to go linearly though 2 through 5, but there's technically the ability to branch. There are only four entities in the adventure with the power to allow the characters to leave altogether - three of them are antagonists, and the fourth is in Chapter 5, at the expected end of the adventure. Strictly speaking, as written, the PCs cannot reach high enough level to free themselves from the Feywild.[/spoiler] [/QUOTE]
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