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From Dogs to Dragons: Kobold Evolution
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<blockquote data-quote="rmcoen" data-source="post: 7739817" data-attributes="member: 6692404"><p>Someone upthread posted the design question for a lair: Is this a Home? A battlefield? A mix of both (like a castle)? Think about your house - okay, maybe not. Think about a house in a wartorn land, or where law and order isn't ubiquitous (inner city slums, perhaps). Your basic home has significant entry deterence - locks, barred windows, doubled doors, doubled locks. But once inside, it likely has nothing else beyond an irate homeowner with a makeshift weapon (bat, firepoker, maybe a gun). A rich homeowner, perhaps a "safe room" hidden away. Most people don't want to have to unlock doors or avoid boobytraps inside their living area - especially if they sleepwalk, get the midnight munchies, etc.</p><p></p><p>Now a castle, that's a little different. Castles have guards, walls, moats, weapon towers, and a killing gr... um, parade ground. And then maybe another set of locked barred doors to get into the central building. And once inside... well, you have guards, and spiral staircases designed with the handedness of the inhabitants. But mostly no traps, no deathfalls, etc, because again, you live here. A border fort that expects constant combat... still focuses the defenses on the entrance (the walls), not the inside where you live and work and runa round in panic.</p><p></p><p>So why would a humanoid lair be different? You've already got (sans magic or umber hulks) a pretty good defensive setup: one entrance. Defend the heck out of the entrance, despite the inconvenience when running down the stream for water, or berry gathering. Then some guards deeper in, to keep the peace. Locked doors / blockages for family groups, the chief, the treasury... okay, maybe a trap or three at the treasury too. But no deathtraps where your kids run around.</p><p></p><p>Unless you live on a road, where invaders routinely barge in, on their way somewhere else. *Then* you either move out of the way, encouraging the invaders to speedily leave your territory, or you make it as absolutely inconvenient as possible, with deathtraps all along the main route - while you and your tribe live *off* the main route. This has the likelihood, though, of pissing off the invaders enough that they stop and "deal with" you, though...</p></blockquote><p></p>
[QUOTE="rmcoen, post: 7739817, member: 6692404"] Someone upthread posted the design question for a lair: Is this a Home? A battlefield? A mix of both (like a castle)? Think about your house - okay, maybe not. Think about a house in a wartorn land, or where law and order isn't ubiquitous (inner city slums, perhaps). Your basic home has significant entry deterence - locks, barred windows, doubled doors, doubled locks. But once inside, it likely has nothing else beyond an irate homeowner with a makeshift weapon (bat, firepoker, maybe a gun). A rich homeowner, perhaps a "safe room" hidden away. Most people don't want to have to unlock doors or avoid boobytraps inside their living area - especially if they sleepwalk, get the midnight munchies, etc. Now a castle, that's a little different. Castles have guards, walls, moats, weapon towers, and a killing gr... um, parade ground. And then maybe another set of locked barred doors to get into the central building. And once inside... well, you have guards, and spiral staircases designed with the handedness of the inhabitants. But mostly no traps, no deathfalls, etc, because again, you live here. A border fort that expects constant combat... still focuses the defenses on the entrance (the walls), not the inside where you live and work and runa round in panic. So why would a humanoid lair be different? You've already got (sans magic or umber hulks) a pretty good defensive setup: one entrance. Defend the heck out of the entrance, despite the inconvenience when running down the stream for water, or berry gathering. Then some guards deeper in, to keep the peace. Locked doors / blockages for family groups, the chief, the treasury... okay, maybe a trap or three at the treasury too. But no deathtraps where your kids run around. Unless you live on a road, where invaders routinely barge in, on their way somewhere else. *Then* you either move out of the way, encouraging the invaders to speedily leave your territory, or you make it as absolutely inconvenient as possible, with deathtraps all along the main route - while you and your tribe live *off* the main route. This has the likelihood, though, of pissing off the invaders enough that they stop and "deal with" you, though... [/QUOTE]
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