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A truly horrifying Age of Worms
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<blockquote data-quote="Oofta" data-source="post: 8006259" data-attributes="member: 6801845"><p>When it comes to horror, depending on the campaign I throw a fair number of eldritch terrors at my group's PCs. Subtle and not-so-subtle curses, dreams troubling people's sleep and occasionally pulling them into shadow dimensions.</p><p></p><p>It's more about setting the mood while dropping subtle hints that something worse is coming. Players being paranoid, not knowing who to trust, throwing challenges that they likely cannot win and showing them the results. As a DM I can <em>always</em> build encounters the players will have to run away from. Throw multiple waves, set up the environment that hurts the players while benefiting the monsters. Having tentacles reaching down from the mist covered ceiling pulling people up into the impenetrable mist is good for chuckles.</p><p></p><p>So I don't see a need, nor do I have a desire to limit player options because I'm afraid my campaign will be "too easy". I <em>do</em> limit player choices for thematic reasons. I just don't see a place for dragonborn in my world. I limit warlock patrons because I don't want to deal with a fiendish pact. But not allowing paladins because they <em>might</em> have an ability I would have to counter with minor rules tweak is just foreign to me.</p><p></p><p>I'm not telling anyone how to run their campaign. But rather than telling people they can't play Van Helsing, I let them. Then beat them down anyway without taking away a single ability. It's worse to have <em>the</em> guy that dedicates their life to fighting a specific type of evil <em>and still losing</em> than just telling them they can't play that guy.</p></blockquote><p></p>
[QUOTE="Oofta, post: 8006259, member: 6801845"] When it comes to horror, depending on the campaign I throw a fair number of eldritch terrors at my group's PCs. Subtle and not-so-subtle curses, dreams troubling people's sleep and occasionally pulling them into shadow dimensions. It's more about setting the mood while dropping subtle hints that something worse is coming. Players being paranoid, not knowing who to trust, throwing challenges that they likely cannot win and showing them the results. As a DM I can [I]always[/I] build encounters the players will have to run away from. Throw multiple waves, set up the environment that hurts the players while benefiting the monsters. Having tentacles reaching down from the mist covered ceiling pulling people up into the impenetrable mist is good for chuckles. So I don't see a need, nor do I have a desire to limit player options because I'm afraid my campaign will be "too easy". I [I]do[/I] limit player choices for thematic reasons. I just don't see a place for dragonborn in my world. I limit warlock patrons because I don't want to deal with a fiendish pact. But not allowing paladins because they [I]might[/I] have an ability I would have to counter with minor rules tweak is just foreign to me. I'm not telling anyone how to run their campaign. But rather than telling people they can't play Van Helsing, I let them. Then beat them down anyway without taking away a single ability. It's worse to have [I]the[/I] guy that dedicates their life to fighting a specific type of evil [I]and still losing[/I] than just telling them they can't play that guy. [/QUOTE]
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