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Re: GM/Adventure concept...



According to Dom de Bechi, on Wed, 14 Nov 2001 the word on the street was...

> The other side is playability, because it is only a game. The scenario
> needs to be playable but challenging. Even though it may be a
> fantastically protected site, there still has to be some way in there
> (even if that involves thinking in the exact same way as the designer of
> the scenario). Otherwise it is a truly impossible scenario (and one that
> players will simply find frustrating and futile).

IMHO, very soon after you start thinking about how to create a 
maximum-security facility for a game scenario, you'll come to the 
conclusion that you can never actually use that because there's no way in 
hell players will ever find a way in. OTOH, how obvious you have to make 
the holes in the security depends on the mentality of your players. If you 
have players that enjoy solving difficult puzzles and doing detailed 
research, you can make the ways in very difficult to find; but if your 
players are the kind who like to do a bit of thinking but not too much, 
you'll have to be much more obvious about it.

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