I assume, some of the forum members are already familiar with the term of “speedrun”, but for the rest:
"Speedrunning is when an individual attempts to beat part or all of a video game as quickly as possible. This can include individual levels, specific objectives, or unique limitations as decided by the community or player. " (Source: Speedrun.com )
Although not part of the definition, but mostly “speedrunners” achieve this by replaying such video games (often multiple times), which they have already finished, and by learning the rules and limitations of these games to bend them for their own purposes to “cut some corners”.
A lot of type of video games have been “ran” like this, even CRPG-s, like Baldur’s Gate.
However, so far such approach was used (as far as I know) only for video games, but not on table top games (the nearest example I’ve got in mind are escape rooms).
I was just thinking about it, whether such playing style could be applied to RPGs (even more importantly, would make any sense)?
Obviously not for every case (murder mysteries would be very boring by pointing out the murderers in the first minute), but what about dungeon based modules?
Would it be interesting for you to re-run a module which you might now already to experiment with things, you didn’t make then/haven’t had the chance for it?
Or having an experience with a module would ruin the game?
(like “oh, before passing the corner, I throw there a bomb because I remember, a guard used to stand there”)