rycanada said:Is there another bear that clobbers the dwarf?
Say there's Pandy and Mandy. Pandy's being poked with a stick and clobbers his dwarf.
Mandy's in a cage in the back; the players can talk to the circus owner afterwards and purchase Mandy and Pandy (if he lives). That's a resource. Mandy is in.
Mandy's in a cage in the back; both she and Pandy are mistreated. The circus won't part with Mandy or Pandy except for an exorbitant price. That's a problem. Mandy is in.
Capellan said:What I think you're actually saying is "Use this as a technique to focus your writing so you get the most central elements done first." (correct me if I'm wrong). What you currently term "waste" isn't necessarily wasted effort; but it is a "non-core element": a nice-to-have that is best addressed only once the must-haves are plotted out.
Bad design, whether it's railroading, DMPCs, or boring settings, all have one thing in common: They put inert elements in front of players (a.k.a. they're all a waste of time).
"Here's the prince of Roundheria, he's thinking of invading the peaceful land of Overtheria, but you can't convince him not to."
"Here's the dragon of the west mountain, but he's so powerful he'll kill you all instantly, so listen to his monologue before he flies off to what I've already decided he's doing, OK?"
"You're in a town. There's an inn. No, nothing interesting is happening."
"Elminster talks to you for half an hour, here's his 20-page explanation of why he's not going to help you. No, you can't convince him."
In short: if it comes time for the DM to add some element to the game, and it's not a problem, threat, resource, or reward, it's a waste.