1998 wrote: ↑
November 12th, 2024, 01:37
Xenich wrote: ↑
November 12th, 2024, 01:33
1998 wrote: ↑
November 12th, 2024, 01:18
If its just back to a quest giver after a long dungeon run and optional I am fine with it. Also don't need to backtrack 5 levels of empty dungeons.
Don't make the dungeons empty on the way back, put in scripted encounters, or RNG encounters, etc... even implement additional encounters/quest progressions, etc... within the games travel around certain areas and it makes travel feel right and adds continued meaning for previously transgressed content.
Fast travel gimmicks worlds and turns them into modern day "fed ex" style process.
Guess if its really well designed it could work, but generally after defeating a boss and probably depleting much of my resources I am just looking to get back to town to sell and restock. It would be frustrating to be suddenly trapped on your way back, and additionally it would encourage hording. Can't even go all out on bosses, because who knows who you are up against on your way back.
That is the point though, that is game play.
I guess it depends on how you are used to gaming, but even when I played pen and paper, the DM never treated a win in a manner that allowed you to back up the car to load it up and safely wheel all the loot back to town. There were always dangers, additional encounters, etc... and this forced the party to consider how they approached combat and how they would return after.
Then again, the games I always played, the DM often would hide additional encounters right after the large one, less dramatic, but enough where if you dumped everything (ie didn't play conservative and smart), you would be vulnerable after.
Could be anything from encountering a local band of lizardmen who worshiped the dragon you slayed and caught you as you were hauling away a massive amount of loot or a band of thieves who overheard you were heading to that lair and figured they could have easy pickings.
Point is, a lot of modern day game play design treats everything like it is a "process" rather than an adventure.