If you can get them to make sense, then by all means, go for it! But I think the most ideal way is to design around these when possible (i.e. I think the less ideal way to handle it is by utilizing a "clearing of the road theme" as many times they just don't make sense and are rarely are tied to the plot (not to mention the player will be rolling their eyes as it's bound to be obvious what's going on there). So many games have handled this differently. it's so cliche and been done a million times. My first thought, the ol clearing the rubble / cave in. It's funny, I was thinking of this same problem recently. fire burning - needs to be put out, or wait for it to go out on its own some other creature blocking the way - you can fight them but they're too powerful - have to distract them with an item or use an item in battle, and of course the item is only available at the appropriate time a river or chasm that you can't cross without making a bridge (and you get the materials at the appropriate time) a log across the road that someone needs to come and chop up (could be you, if you get an axe from a quest just before the point in the game where you need to go there) a river with a bridge that's out and needs to be repaired If they can't go, there should be a reason other than "it's not time to go there yet". I have a few places in my game where the player can't go because "I don't want to go there - I want to go somewhere else", but it's pretty poor.
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