tag:blogger.com,1999:blog-7817710432110712270.post7439526040274480087..comments2024-03-28T15:32:19.036-04:00Comments on Dungeon Fantastic: Problems but not SolutionsPeter Dhttp://www.blogger.com/profile/14246000382321978462noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-7817710432110712270.post-11603901078436547722011-10-02T08:59:06.848-04:002011-10-02T08:59:06.848-04:00Hmm...I think I know what you mean by extremes. Yo...Hmm...I think I know what you mean by extremes. You don't want to take away all player choice about what to solve - at least not at all times.<br /><br />I just think that there isn't really much value to choice if it's "Choose problem A and find the solution the GM already thought of, or choose problem B and find the solution to that one that the GM already thought of." I feel better as a GM saying "You must solve this specific problem, but in any way you want" than "Choose freely between railroad tracks."Peter Dhttps://www.blogger.com/profile/14246000382321978462noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-67440217411616421702011-10-02T08:41:09.552-04:002011-10-02T08:41:09.552-04:00That's a very interesting point. In terms of t...That's a very interesting point. In terms of the two hypothetical extremes (many problems with one solution each or one problem with many potential solutions) I think you're right. As a player, I'd feel like I had more real control over my character and his destiny if faced with the latter (no choice in which problem to face, but many potential solutions). I think player control over outcomes (how we solve the problem) is more important than player control of input (which problem to solve).Chris C.https://www.blogger.com/profile/08655640273250716377noreply@blogger.com