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<blockquote data-quote="aco175" data-source="post: 6904505" data-attributes="member: 27385"><p>I like to have a region of exploration laid out with some basic notes and places where I know that big things are going to be. I have several rumors tied to these places where PCs get a sense of the threat and can decide if they want to explore. Right now I have the PCs exploring a ruined town and they know there is something big in the tower in the middle of town. They think it may be a beholder and are staying away for now while exploring some of the other areas of town. I have not designed any off the tower and only have a few notes on the size and inhabitants, since I only plan a few weeks out based on what the group is doing.</p><p></p><p>I may start pushing the party to fight the beholder and finish the big threat in the town for now. There are long range plans for a kraken to come back and cause problems and a dragon could come to check on his minions there, but killing the beholder will end the biggest immediate threat.</p><p></p><p>I guess that overall I design for the short range of the group. The threats each week tend to stay on track for their abilities. I like to have encounters both below and above their power level, but not too many of each that the game become boring for them either way. I try to maintain realism by still having skeletons attack the level 8 party, which they all can 1-shot kill, since the more powerful necromancer and his bodyguards are level appropriate.</p></blockquote><p></p>
[QUOTE="aco175, post: 6904505, member: 27385"] I like to have a region of exploration laid out with some basic notes and places where I know that big things are going to be. I have several rumors tied to these places where PCs get a sense of the threat and can decide if they want to explore. Right now I have the PCs exploring a ruined town and they know there is something big in the tower in the middle of town. They think it may be a beholder and are staying away for now while exploring some of the other areas of town. I have not designed any off the tower and only have a few notes on the size and inhabitants, since I only plan a few weeks out based on what the group is doing. I may start pushing the party to fight the beholder and finish the big threat in the town for now. There are long range plans for a kraken to come back and cause problems and a dragon could come to check on his minions there, but killing the beholder will end the biggest immediate threat. I guess that overall I design for the short range of the group. The threats each week tend to stay on track for their abilities. I like to have encounters both below and above their power level, but not too many of each that the game become boring for them either way. I try to maintain realism by still having skeletons attack the level 8 party, which they all can 1-shot kill, since the more powerful necromancer and his bodyguards are level appropriate. [/QUOTE]
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