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<blockquote data-quote="S'mon" data-source="post: 5752347" data-attributes="member: 463"><p>Ah, the tyranny of fun. One of the silliest paragraphs ever written in a D&D book. Ironically I was just looking through the DMG2 the other day, and came across an example of a good roleplaying encounter, I think in the skill challenge section: negotiating with gate guards to get into a city. <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /> I don't know if that was a deliberate riposte to Wyatt from another (better) designer, but I thought it was funny.</p><p></p><p>I think it's possible to extract good advice from Wyatt's paragraph: You don't <em>always</em> need to have the PCs negotiate with every gate guard, you don't always need to track food and encumbrance. Sometimes it's fine to skip through the process of moving through the ruined dwarf fortress and focus on critical decision points & encounters. I found for instance with PBEM play, that's a much better approach than the traditional dungeon crawl. But taken </p><p>in isolation as a hard warning against any sort of exploratory play, as advice to new DMs it's terrible, and has resulted in major problems with 4e adventure design.</p></blockquote><p></p>
[QUOTE="S'mon, post: 5752347, member: 463"] Ah, the tyranny of fun. One of the silliest paragraphs ever written in a D&D book. Ironically I was just looking through the DMG2 the other day, and came across an example of a good roleplaying encounter, I think in the skill challenge section: negotiating with gate guards to get into a city. :lol: I don't know if that was a deliberate riposte to Wyatt from another (better) designer, but I thought it was funny. I think it's possible to extract good advice from Wyatt's paragraph: You don't [I]always[/I] need to have the PCs negotiate with every gate guard, you don't always need to track food and encumbrance. Sometimes it's fine to skip through the process of moving through the ruined dwarf fortress and focus on critical decision points & encounters. I found for instance with PBEM play, that's a much better approach than the traditional dungeon crawl. But taken in isolation as a hard warning against any sort of exploratory play, as advice to new DMs it's terrible, and has resulted in major problems with 4e adventure design. [/QUOTE]
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