Tabletop RPGs are run by people, not computers. That means there is truly an infinite, unlimited open world in these things. In computer or console RPGs, there is a limit to where and what we can explore. On the tabletop, there isn’t. This is all driven by player choice: they can actually choose to go somewhere not on the map.
For there to be a right choice, then there must necessarily be a wrong choice. To keep the game world realistic, we must give the players at least one wrong choice to make. It preserves the illusion that the players have free will in the game. Continue reading “5 Room Dungeon Model, Room 3: Red Herring”