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You're doing what? Surprising the DM
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<blockquote data-quote="Hussar" data-source="post: 6105712" data-attributes="member: 22779"><p>We don't honestly. But, considering we DO want to go to the city, and all our goals are at the city, why would we assume that there is something we need at those goals to be found in the desert?</p><p></p><p>For my taste, this style of play is far too linear. We are at A, and are going to B. We have to follow the DM's trail of breadcrumbs on the way to B because, if we don't, we won't have important things when we get to B.</p><p></p><p>But, from an in character POV, there is absolutely no reason to not go straight to B. Again, if I'm traveling from Chicago to Las Vegas, why would I think to go wandering about the Painted Desert looking for a horse with no name? Why would I not just go straight to Las Vegas?</p><p></p><p>If there was something relevant to our overall goals in the desert, it is pretty incumbent on the DM to provide some clues to that before hand and let us choose whether or not its important. Simply presuming that the players are going to hex crawl every single scene just because it might be important is not a style of game I prefer. </p><p></p><p>In my view, the reasoning is similar to why I don't like trap dungeons. Having traps in a dungeon slows down play so much. Despite the fact that you only find traps a small percentage of the time, you have to treat each situation as if it is, in fact, a trap. So, you send the scout ahead, search for traps, hope you roll well enough to find them, on and on and on. And play slows to a glacial crawl. </p><p></p><p>Not a style of game I like anymore.</p></blockquote><p></p>
[QUOTE="Hussar, post: 6105712, member: 22779"] We don't honestly. But, considering we DO want to go to the city, and all our goals are at the city, why would we assume that there is something we need at those goals to be found in the desert? For my taste, this style of play is far too linear. We are at A, and are going to B. We have to follow the DM's trail of breadcrumbs on the way to B because, if we don't, we won't have important things when we get to B. But, from an in character POV, there is absolutely no reason to not go straight to B. Again, if I'm traveling from Chicago to Las Vegas, why would I think to go wandering about the Painted Desert looking for a horse with no name? Why would I not just go straight to Las Vegas? If there was something relevant to our overall goals in the desert, it is pretty incumbent on the DM to provide some clues to that before hand and let us choose whether or not its important. Simply presuming that the players are going to hex crawl every single scene just because it might be important is not a style of game I prefer. In my view, the reasoning is similar to why I don't like trap dungeons. Having traps in a dungeon slows down play so much. Despite the fact that you only find traps a small percentage of the time, you have to treat each situation as if it is, in fact, a trap. So, you send the scout ahead, search for traps, hope you roll well enough to find them, on and on and on. And play slows to a glacial crawl. Not a style of game I like anymore. [/QUOTE]
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