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With all that out of the way, I can get to my main point, which is I have no idea how to handle the Schrodinger's Dungeon problem, and the more I think about it, the more the entire genre as a whole starts to fall apart. And if you aren't making a choice, you can't make the choice your character would have. If you reach a fork in the road, in a sense you're faced with the choice between going left and going right, but if you have no way of knowing what you're choosing between, you aren't making a choice. The most fundamental property of an rpg that I can think of is that the players make decisions as these fictional characters, rather than themselves. In the hypercube example, the PCs were deciding between arbitrary doors, with no possible way to make an informed decision. One other issue that arises from that specific example is that a blind choice isn't a choice. The post continued about how the players lved it, because it felt like they had total freedom to explore hundreds of rooms the catch was that the DM only prepared 6 rooms, and regardless of which direction the party went, they found the next room the DM had prepared.įrom what I can tell general opinion on this practice is pretty mixed, some people think it's a great way for a DM to cut down on prep time, others hate it, saying it robs the players of any agency, and others consider it acceptable, so long as the illusion is never broken, and the players never find out. I first heard about the idea from a post about a guy who prepared a 4-dimmensional hypercube dungeon, where each room had a different exit in each direction. Before I get into that, I need to talk a little about Schrodinger's Dungeon.īasically, the idea is that the DM prepares a few rooms, or encounters, or pieces of treasure, and uses them as the need arises, without deciding beforehand on the order or location. I've been thinking a lot recently about the consequences of player actions, and what counts as railroading.
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