Speaking of the railroading debate...
In my current campaign, I'm using a mixture of rules from TESTAMENT and AFRICAN ADVENTURES, basically incorporating "prophetic dreams" and "omens" into the game. So ever since the first session, the clerics, and some wizards, have been receiving the occasional prophetic dream or weird omen ("you see two yellow and two red lizards fighting with a dog", etc... that's not a real example), which I usually let them either puzzle out or resolve with a Knowledge roll.
However... the characters' adventure had them matching wits with the servants of a high-level wizard. The wizard was offstage, but I was reading through the spell list, and I discovered the spell "Dream," which has unlimited range. "Aha!" I thought. "If this is a world where prophetic dreams exist, then clearly a smart bad guy would know enough to use the "Dream" spell to generate FALSE prophetic dreams!" So in addition to the occasional TRUE prophetic dreams, I had the players start receiving recurring dreams about going to a particular location (which, in fact, was the location of an ambush).
I thought this tied in with the rules in TESTAMENT, too... because in TESTAMENT, in the rules for the "Dreamer" feat (which one PC had), it warns "Evil spirits may sometimes attempt to send you false messages in your dreams. You can identify these false messages by making a Knowledge (religion) DC 15, but the roll isn't automatic; you must specifically think to question the source of the dream."
Unfortunately, the player who had the "Dreamer" feat didn't read the feat description closely enough, I guess, and nobody ever considered in-character whether the dream might be false, so... they all went to the false location and fell for the horrible ambush. (Which was what I wanted all along, but anyway.
) In the process of kicking their asses, the bad guys said stuff along the lines of "Ha ha, you fools, you fell for our false prophetic dreams!" The players eventually won, but it was a close battle.
The problem is that now, the players are all burned on prophetic dreams, and no one will listen to them! It's starting to tick me off! Agghh!
As a solution, I'm thinking of adding more real, truly helpful prophetic dreams, and making their benefits obvious in hindsight if the players are so suspicious that they choose to ignore them.
(As far as I'm concerned, though, the real moral of this story is: PLAYERS, READ THE DESCRIPTIONS OF YOUR FEATS.)
Jason
In my current campaign, I'm using a mixture of rules from TESTAMENT and AFRICAN ADVENTURES, basically incorporating "prophetic dreams" and "omens" into the game. So ever since the first session, the clerics, and some wizards, have been receiving the occasional prophetic dream or weird omen ("you see two yellow and two red lizards fighting with a dog", etc... that's not a real example), which I usually let them either puzzle out or resolve with a Knowledge roll.
However... the characters' adventure had them matching wits with the servants of a high-level wizard. The wizard was offstage, but I was reading through the spell list, and I discovered the spell "Dream," which has unlimited range. "Aha!" I thought. "If this is a world where prophetic dreams exist, then clearly a smart bad guy would know enough to use the "Dream" spell to generate FALSE prophetic dreams!" So in addition to the occasional TRUE prophetic dreams, I had the players start receiving recurring dreams about going to a particular location (which, in fact, was the location of an ambush).
I thought this tied in with the rules in TESTAMENT, too... because in TESTAMENT, in the rules for the "Dreamer" feat (which one PC had), it warns "Evil spirits may sometimes attempt to send you false messages in your dreams. You can identify these false messages by making a Knowledge (religion) DC 15, but the roll isn't automatic; you must specifically think to question the source of the dream."
Unfortunately, the player who had the "Dreamer" feat didn't read the feat description closely enough, I guess, and nobody ever considered in-character whether the dream might be false, so... they all went to the false location and fell for the horrible ambush. (Which was what I wanted all along, but anyway.
The problem is that now, the players are all burned on prophetic dreams, and no one will listen to them! It's starting to tick me off! Agghh!
As a solution, I'm thinking of adding more real, truly helpful prophetic dreams, and making their benefits obvious in hindsight if the players are so suspicious that they choose to ignore them.
(As far as I'm concerned, though, the real moral of this story is: PLAYERS, READ THE DESCRIPTIONS OF YOUR FEATS.)
Jason


