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General Tabletop Discussion
*Pathfinder & Starfinder
"Adventurable" treasure, Arabian Nights-style?
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<blockquote data-quote="EzekielRaiden" data-source="post: 7426876" data-attributes="member: 6790260"><p>I definitely appreciate the advice, and will do what I can to follow it. I'm trying hard to avoid over-preparation; that's why the main things I've offered to the party have been "adventurable treasure" rather than defining factions in the world or the like. That is, treasure is...itself, at least in my mind. I'm not really privileging any particular way of doing things except "hey, this is a thing you can investigate, and try to make better/more useful." So, for example, the Marvelous Pigments? I have no idea how they're going to be restored. That's something the party has to figure out, and if they're indiscreet, they may attract unwanted attention (trying to include social dangers as well as physical ones).</p><p></p><p>I haven't even given a single thought to the other cities out in the region--they're there, and we know at least one person is alive out in one of them, but I'm leaving all of that to impromptu discovery-in-play and the like. Which is super hard and scary for me! I hate not knowing things, it's...not my way. But for the sake of the game, I'm trying. (For example, when the Druid took Thing-Talker to ask questions of his new, living-wood 'staff,' I had an impromptu flash of inspiration when he asked if <em>it</em> had anything to say, and had it respond, "Do you serve the sun, or the moon?" Which has introduced a seed for radically new adventures I had never considered before.)</p><p></p><p></p><p></p><p>I've taken a look at it. I suspect it will mostly be useful as an idea-generator for environmental hazards, more than anything else. Still, I'm pretty sure stuff from it will show up at <em>some</em> point.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 7426876, member: 6790260"] I definitely appreciate the advice, and will do what I can to follow it. I'm trying hard to avoid over-preparation; that's why the main things I've offered to the party have been "adventurable treasure" rather than defining factions in the world or the like. That is, treasure is...itself, at least in my mind. I'm not really privileging any particular way of doing things except "hey, this is a thing you can investigate, and try to make better/more useful." So, for example, the Marvelous Pigments? I have no idea how they're going to be restored. That's something the party has to figure out, and if they're indiscreet, they may attract unwanted attention (trying to include social dangers as well as physical ones). I haven't even given a single thought to the other cities out in the region--they're there, and we know at least one person is alive out in one of them, but I'm leaving all of that to impromptu discovery-in-play and the like. Which is super hard and scary for me! I hate not knowing things, it's...not my way. But for the sake of the game, I'm trying. (For example, when the Druid took Thing-Talker to ask questions of his new, living-wood 'staff,' I had an impromptu flash of inspiration when he asked if [I]it[/I] had anything to say, and had it respond, "Do you serve the sun, or the moon?" Which has introduced a seed for radically new adventures I had never considered before.) I've taken a look at it. I suspect it will mostly be useful as an idea-generator for environmental hazards, more than anything else. Still, I'm pretty sure stuff from it will show up at [I]some[/I] point. [/QUOTE]
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"Adventurable" treasure, Arabian Nights-style?
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