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<blockquote data-quote="Deset Gled" data-source="post: 9083316" data-attributes="member: 7808"><p>Unbreakable Doors. Let's just agree that no matter how strong the barbarian gets, the party is still occasionally going to need to find some keys.</p><p></p><p>Don't Trust The Skeletons. They're going to be laying around lots of places. Almost all of them are dead. Eventually, one is going to attack.</p><p></p><p>Plot Protected Shopkeepers. Yeah, youse murderhobos could probably just kill the proprietor instead of paying for stuff. I haven't prepped a story for each one about how they're actually a ridiculously high level retired adventurer or are 2nd cousins with the sheriff. If we can just agree to not kill them and steal the whole shop, the game will move a lot quicker.</p><p></p><p>Violent Cultists. Maybe it's just the games I see, but since always-evil races have lost favor it feels like evil cults have really stepped up their game to fill in gaps in the market for mooks.</p></blockquote><p></p>
[QUOTE="Deset Gled, post: 9083316, member: 7808"] Unbreakable Doors. Let's just agree that no matter how strong the barbarian gets, the party is still occasionally going to need to find some keys. Don't Trust The Skeletons. They're going to be laying around lots of places. Almost all of them are dead. Eventually, one is going to attack. Plot Protected Shopkeepers. Yeah, youse murderhobos could probably just kill the proprietor instead of paying for stuff. I haven't prepped a story for each one about how they're actually a ridiculously high level retired adventurer or are 2nd cousins with the sheriff. If we can just agree to not kill them and steal the whole shop, the game will move a lot quicker. Violent Cultists. Maybe it's just the games I see, but since always-evil races have lost favor it feels like evil cults have really stepped up their game to fill in gaps in the market for mooks. [/QUOTE]
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