I like having more than one in story explanation for things myself, people in the real world do not agree on many of the hows of many things.Sometimes we over-explain things and end up the worse for it. “Seeing how the sausage is made” and all that.
I have to say, this one wouldn't play with my group. My players would want to know why, and they wouldn't leave it alone until they had an answer.I’m gonna go against the grain here. Don’t explain it at all. Highlight the observable insanity of it. It’s much bigger, much more powerful, than it should be for its age. And point that out every time. It’s back and it’s grown again!
The growth itself, without any ready explanation, will become a threat all on its own.
Sometimes we over-explain things and end up the worse for it. “Seeing how the sausage is made” and all that.
Me too, but I could see playing the mystery up, having it be an ongoing theme long after the dragon is defeated. Maybe other dragons seek out the players to grill them about it. But keep putting obstacles in the way to keep the players from find an answer.I have to say, this one wouldn't play with my group. My players would want to know why, and they wouldn't leave it alone until they had an answer.
That’s why it WOULD play. They’d go looking for an answer. First thing anyone is likely to do is figure out whether anyone heard of anything like this. Then they’d go for libraries and bards for old legends.I have to say, this one wouldn't play with my group. My players would want to know why, and they wouldn't leave it alone until they had an answer.
But the problem is my players tend to be obsessive - until they had an answer they would refuse to move on and do anything else.That’s why it WOULD play. They’d go looking for an answer. First thing anyone is likely to do is figure out whether anyone heard of anything like this. Then they’d go for libraries and bards for old legends.
My players would also want to know why. They’d also try to chase down an explanation. Whether or not they ever find one is a separate (though closely related) concern.
Like a blank space on a map - it’s not that “nothing” is there - it’s just not on the map until it’s actually found.