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5 Rooms in a Vampire's Mansion
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<blockquote data-quote="Merova" data-source="post: 1020595" data-attributes="member: 2505"><p><strong>Sights and Sounds</strong></p><p></p><p></p><p></p><p>Hi all!</p><p></p><p>Yeow! That looks mighty over the top, IMO, but if it works for your group, enjoy! I've got three questions:</p><p></p><p>1) How do you plan for the evil clerics to collect the taxes? If my group came across a jackpot like this we'd hightail it away from that town as fast as possible. Furthermore, will taking the "kewl toiz" cause a feeling of frustration among your players? If so, you may want to scale back on the magic goodies. It seems less painful to hand over gps than magic, IME. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>2) Are the encounters properly balanced for the party encounter level? The encounters seem a bit diverse to me. In a related point, what's keeping the PCs active in their search? By this I mean, if the PCs get low on resources, what is keeping them searching the mansion? Can't they just call it a day and come back later, all rested up?</p><p></p><p>3) How do the rooms look like? What type of furnishings are found within? How does it smell? What type of lighting is inside? Do the floors and doors creak? Is it cold inside or filled with an unnatural stuffiness? Imagine these elements of setting and try to convey them to your players. It creates for a more viscerally immersive experience.</p><p></p><p>In any case, thanks for posting. Have a good game!</p><p></p><p>---Merova</p></blockquote><p></p>
[QUOTE="Merova, post: 1020595, member: 2505"] [b]Sights and Sounds[/b] Hi all! Yeow! That looks mighty over the top, IMO, but if it works for your group, enjoy! I've got three questions: 1) How do you plan for the evil clerics to collect the taxes? If my group came across a jackpot like this we'd hightail it away from that town as fast as possible. Furthermore, will taking the "kewl toiz" cause a feeling of frustration among your players? If so, you may want to scale back on the magic goodies. It seems less painful to hand over gps than magic, IME. ;) 2) Are the encounters properly balanced for the party encounter level? The encounters seem a bit diverse to me. In a related point, what's keeping the PCs active in their search? By this I mean, if the PCs get low on resources, what is keeping them searching the mansion? Can't they just call it a day and come back later, all rested up? 3) How do the rooms look like? What type of furnishings are found within? How does it smell? What type of lighting is inside? Do the floors and doors creak? Is it cold inside or filled with an unnatural stuffiness? Imagine these elements of setting and try to convey them to your players. It creates for a more viscerally immersive experience. In any case, thanks for posting. Have a good game! ---Merova [/QUOTE]
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