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Actual play examples - balance between fiction and mechanics
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<blockquote data-quote="pemerton" data-source="post: 5464205" data-attributes="member: 42582"><p>As I said in the OP, I was using a 3E module by Eden Odyssey Studios called Wonders Out of Time. I followed the module more-or-less as written - it had the bear, the water weird, a hidden stash of liturgical scrolls, and some ghosts.</p><p></p><p>The liturgical scrolls are key to my game, in two sense: first, 4 of the 5 PCs are divine class or multi-class, and the 5th (a sorcerer/cutthroat) is a member of a secret Corellon cult; second, they provide a solution to a question that came up in a previous encounter.</p><p></p><p>The ghosts are also fairly central, because 3 of the PCs are Raven Queen worhsippers.</p><p></p><p>I left in the bear - everyone likes an encounter with a bear! - and added some stirges for fun. And left in the water weird, to fill out a room and because I was curious to see how the players would handle it. Also, because it had the potential to flood out the whole temple, it added a bit of dramatic possibility to the temple exploration as a whole.</p><p></p><p>I don't especially feel that the water weird was driven by mechanical priorities over dramatic ones. If the module hadn't mentioned it I wouldn't have added it. But given that it was there, I thought it might make for an interesting encounter (as described above). And I think it did. The player of the dwarf, in particular, got to develop and reinforce a few more aspects of his PC and his role in the party as a whole.</p><p></p><p>And "determining about how long I want the PCs to take" sounds to me like a similar pattern of reasoning to deciding that a 6/3 skill challenge will get the pacing about right. Or have I misunderstood you?</p></blockquote><p></p>
[QUOTE="pemerton, post: 5464205, member: 42582"] As I said in the OP, I was using a 3E module by Eden Odyssey Studios called Wonders Out of Time. I followed the module more-or-less as written - it had the bear, the water weird, a hidden stash of liturgical scrolls, and some ghosts. The liturgical scrolls are key to my game, in two sense: first, 4 of the 5 PCs are divine class or multi-class, and the 5th (a sorcerer/cutthroat) is a member of a secret Corellon cult; second, they provide a solution to a question that came up in a previous encounter. The ghosts are also fairly central, because 3 of the PCs are Raven Queen worhsippers. I left in the bear - everyone likes an encounter with a bear! - and added some stirges for fun. And left in the water weird, to fill out a room and because I was curious to see how the players would handle it. Also, because it had the potential to flood out the whole temple, it added a bit of dramatic possibility to the temple exploration as a whole. I don't especially feel that the water weird was driven by mechanical priorities over dramatic ones. If the module hadn't mentioned it I wouldn't have added it. But given that it was there, I thought it might make for an interesting encounter (as described above). And I think it did. The player of the dwarf, in particular, got to develop and reinforce a few more aspects of his PC and his role in the party as a whole. And "determining about how long I want the PCs to take" sounds to me like a similar pattern of reasoning to deciding that a 6/3 skill challenge will get the pacing about right. Or have I misunderstood you? [/QUOTE]
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