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DM advice: How do you NOT kill your party?
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<blockquote data-quote="TheSword" data-source="post: 7397608" data-attributes="member: 6879661"><p>I certainly wouldn’t expect to have bags of puppies for sale, nor did I consider my hero a goatherd. The range of the spell was 220 ft. It was save or die for three of the four characters. Three died. We can discuss how we could have countered the spell. Or just agree that some spells are not fun to suffer from. I DM 70% of the time in our groups and it was a great lesson on how not to ‘challenge’ players.</p><p></p><p>Bottlenecks are a fact in 80% of published adventures. How they are dealt with varies greatly. However the heroes generally are not going to be happy giving up and go home. It doesn’t fit the game. It doesn’t even fit grim and gritty games like WFRP or Adventures in Middle Earth. </p><p></p><p></p><p>Telegraphing is one tool in the toolbox. The others are there for when foreshadowing isn’t an option, or it isn’t clear enough or had already been used.</p></blockquote><p></p>
[QUOTE="TheSword, post: 7397608, member: 6879661"] I certainly wouldn’t expect to have bags of puppies for sale, nor did I consider my hero a goatherd. The range of the spell was 220 ft. It was save or die for three of the four characters. Three died. We can discuss how we could have countered the spell. Or just agree that some spells are not fun to suffer from. I DM 70% of the time in our groups and it was a great lesson on how not to ‘challenge’ players. Bottlenecks are a fact in 80% of published adventures. How they are dealt with varies greatly. However the heroes generally are not going to be happy giving up and go home. It doesn’t fit the game. It doesn’t even fit grim and gritty games like WFRP or Adventures in Middle Earth. Telegraphing is one tool in the toolbox. The others are there for when foreshadowing isn’t an option, or it isn’t clear enough or had already been used. [/QUOTE]
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DM advice: How do you NOT kill your party?
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