Ruin Explorer
Legend
Brother MacLaren said:The PCs in the example above certainly had a chance to avoid the Symbol of Death -- but they CHOSE to enter a lich-lord's lair. They made the decision to accept a gamble of high risk for high reward.
Suppose the players know they have their choice of adventures:
The local bugbear tribe has killed a famous paladin and taken his magic sword.
The local giant clan has killed a legendary paladin and taken Purifier, his fiendbane sword.
The lich-lord has killed an epic paladin and taken The Holy Avenger.
Now, if they choose to go for the highest risk and highest reward... that risk should mean something.
Gosh, is this really how your campaign runs?
In most D&D games I've seen, it's not "let's weigh up risk versus reward guys, then decide what to murder!", it's more like "there are people dying in the streets, how can we stop this evil". I suppose this is loot-oriented vs. heroism-oriented play, though.
If you play a game that's all about risk vs. reward, that's cool and all, but that seems like the exception, not the rule, when I hear people's D&D campaigns described. Most people these days, particularly the designers of 3E/4E, seem to be running very "cinematic" campaigns, where risks are taken to save lives, not to acquire the phattest lewt.
Edit - PS. remembering the sort of PCs I knew in the days when my campaigns might have been a bit more like this, they'd just have done all three adventures in order, and gotten all three magical swords. Not like the lich is going anywhere...
Last edited: