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General Tabletop Discussion
*Dungeons & Dragons
Worlds of Design: Goal-Oriented Play
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<blockquote data-quote="aco175" data-source="post: 9036382" data-attributes="member: 27385"><p>My players tend to only see one approach, the front door. Very rarely do they scout and watch before going into the front door. I'm running the Against the Giants series right now and they did watch and scout the hill giants since they could see giants in the tower watching the front gate. They even managed to climb on top of the fort and enter that way. Now they are at the fire giants and just walked in. </p><p></p><p>Most of the campaigns are more goals or missions rather than character development. Some of this occurs with players bringing it out, but most of the night is doing something part of a mission, even if that is buying supplies from the NPC and traveling to abandoned shrine.</p></blockquote><p></p>
[QUOTE="aco175, post: 9036382, member: 27385"] My players tend to only see one approach, the front door. Very rarely do they scout and watch before going into the front door. I'm running the Against the Giants series right now and they did watch and scout the hill giants since they could see giants in the tower watching the front gate. They even managed to climb on top of the fort and enter that way. Now they are at the fire giants and just walked in. Most of the campaigns are more goals or missions rather than character development. Some of this occurs with players bringing it out, but most of the night is doing something part of a mission, even if that is buying supplies from the NPC and traveling to abandoned shrine. [/QUOTE]
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Worlds of Design: Goal-Oriented Play
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