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Why we like plot: Our Job as DMs
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<blockquote data-quote="Raven Crowking" data-source="post: 5007938" data-attributes="member: 18280"><p>Ah, IOW, they will think they are <em><strong>meant to interact with it in some specific way</strong></em>. That makes more sense.</p><p></p><p>Neither way requires the spooky castle's placement to be random. It is, again, just a decision between "story elements" toolbox and "player choices" toolbox. YMMV as to which is more important.</p><p></p><p>In the Civil War example, in a sandbox, the player choice element allows players to take any side in the debate. Indeed, they are free to switch sides as things progress. And, because the campaign doesn't merely arc from A to B to C, they get to live with the longterm consequences of whatever choices they make, for good or ill. I have a hard time imagining a better model for exploration than one which actively encourages players to explore.</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 5007938, member: 18280"] Ah, IOW, they will think they are [i][b]meant to interact with it in some specific way[/b][/i][b][/b]. That makes more sense. Neither way requires the spooky castle's placement to be random. It is, again, just a decision between "story elements" toolbox and "player choices" toolbox. YMMV as to which is more important. In the Civil War example, in a sandbox, the player choice element allows players to take any side in the debate. Indeed, they are free to switch sides as things progress. And, because the campaign doesn't merely arc from A to B to C, they get to live with the longterm consequences of whatever choices they make, for good or ill. I have a hard time imagining a better model for exploration than one which actively encourages players to explore. RC [/QUOTE]
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