tag:blogger.com,1999:blog-5170161199375200085.post3324629630339985743..comments2024-03-28T02:55:08.855-07:00Comments on JVT Workshop: Design: Empty / Scaled MapsJoseph Skyrimhttp://www.blogger.com/profile/08734014925489857811noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-5170161199375200085.post-57048673513724614022015-03-27T17:56:07.330-07:002015-03-27T17:56:07.330-07:00Thanks for the comment Rakuno! I should have thoug...Thanks for the comment Rakuno! I should have thought up that pacing point, but the pirate penguin (your avatar) has outdone me again! ;pJoseph Skyrimhttps://www.blogger.com/profile/08734014925489857811noreply@blogger.comtag:blogger.com,1999:blog-5170161199375200085.post-17617610229756146982015-03-27T05:45:17.779-07:002015-03-27T05:45:17.779-07:00Definitely option B for me too. I appreciate explo...Definitely option B for me too. I appreciate exploring a game's world and environmental storytelling as much as the next person but that is something that has to be carefully done otherwise you will end up with some very bored players in your hands.<br /><br />For instance having a few rooms showing that things went terribly wrong can build anticipation when the players get to the last room and find the culprit. It does not work however if the players have to go through a lot of rooms with nothing but grey brick too or they have to pass through 10 linear rooms of nothing but broken furniture and dead bodies. Pacing like in any good story is vital.Rakunohttps://www.blogger.com/profile/00253609981961681014noreply@blogger.com