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Worlds of Design: The Lost Art of Running Away
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<blockquote data-quote="Imaculata" data-source="post: 8064593" data-attributes="member: 6801286"><p>As a Dark Souls and now Sekiro player, running away is an essential battle tactic. </p><p></p><p>But I suppose that is because these computer games enjoy luring the player into fiendish traps against deadly foes, and playing unfair tricks on the player. These games very much encourage a similar mindset in the player; to be cruel and unfair. Something missing in newer editions of D&D.</p><p></p><p>I think a lot of this is on the DM though, to come up with good challenges and cruel traps. DM's could take some lessons out of the Dark Souls playbook. The way these games lure their players into a false sense of security, by placing a few weak archers at the end of a corridor, only to have 2 stronger foes flank the player as they go for the bait. Or the way snipers are placed on vantage points, just out of view of the players.</p><p></p><p>One of my favourite traps was in Demons Souls, in the Valley of Defilement. This level is full of little trolls on rickety bridges above deadly drops. Then all of a sudden there's a huge troll on a huge bridge, cleverly disguised thanks to some forced perspective. Fiendish and briljant! You don't even notice this troll is bigger until you are too close and he starts chasing you. Yeah, you'd better run!</p></blockquote><p></p>
[QUOTE="Imaculata, post: 8064593, member: 6801286"] As a Dark Souls and now Sekiro player, running away is an essential battle tactic. But I suppose that is because these computer games enjoy luring the player into fiendish traps against deadly foes, and playing unfair tricks on the player. These games very much encourage a similar mindset in the player; to be cruel and unfair. Something missing in newer editions of D&D. I think a lot of this is on the DM though, to come up with good challenges and cruel traps. DM's could take some lessons out of the Dark Souls playbook. The way these games lure their players into a false sense of security, by placing a few weak archers at the end of a corridor, only to have 2 stronger foes flank the player as they go for the bait. Or the way snipers are placed on vantage points, just out of view of the players. One of my favourite traps was in Demons Souls, in the Valley of Defilement. This level is full of little trolls on rickety bridges above deadly drops. Then all of a sudden there's a huge troll on a huge bridge, cleverly disguised thanks to some forced perspective. Fiendish and briljant! You don't even notice this troll is bigger until you are too close and he starts chasing you. Yeah, you'd better run! [/QUOTE]
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