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<blockquote data-quote="Quinn" data-source="post: 658105" data-attributes="member: 10101"><p>Well, sounds like a decent premise for an adventure, but a couple of things I'd like to point out are:</p><p></p><p>1) Preventing characters from teleporting out of the dungeon. I find that unless there is very good reason for this (i.e. the PC's are on another plane or there is a specific spell preventing them), it's a bad idea to do this. While it may build up some suspense, it can also be frustrating for players and they may feel railroaded. And if you do use this device, don't overuse it.</p><p></p><p>2) I'd think out the demon and his motivations a bit more. Right now, you kind of have it mapped out in your head how things will go down, but what if the PC's throw you a curve? As it is, it's going to be pretty tough for the PC's NOT to figure out that the knight's son is the demon, and that destroying the forcefield is going to cause "something bad" to happen. What happens if they attack the demon early? Or if they decide not to help get the sword? Destroying the fifth globe requires an act of evil. What if the players don't want to do this? Surely this would send warning signs about the whole affair. And even if they do decide to destroy the globe, what evil act to expect them to do? Would these things really throw the rest of the adventure out of whack?</p><p></p><p>Have a way for the adventure to continue even if the players do not respond the way you expect them to. Right now, it kind of seems like it boils down like this...</p><p></p><p>- PCs get trapped in dungeon</p><p>- PCs must do demon's bidding to get out of dungeon</p><p>- Demon grabs sword once it's been freed</p><p>- PCs get out of dungeon and kill Demon</p><p></p><p>Anyways, just my two cents! Let us know how the game goes when you run it!</p></blockquote><p></p>
[QUOTE="Quinn, post: 658105, member: 10101"] Well, sounds like a decent premise for an adventure, but a couple of things I'd like to point out are: 1) Preventing characters from teleporting out of the dungeon. I find that unless there is very good reason for this (i.e. the PC's are on another plane or there is a specific spell preventing them), it's a bad idea to do this. While it may build up some suspense, it can also be frustrating for players and they may feel railroaded. And if you do use this device, don't overuse it. 2) I'd think out the demon and his motivations a bit more. Right now, you kind of have it mapped out in your head how things will go down, but what if the PC's throw you a curve? As it is, it's going to be pretty tough for the PC's NOT to figure out that the knight's son is the demon, and that destroying the forcefield is going to cause "something bad" to happen. What happens if they attack the demon early? Or if they decide not to help get the sword? Destroying the fifth globe requires an act of evil. What if the players don't want to do this? Surely this would send warning signs about the whole affair. And even if they do decide to destroy the globe, what evil act to expect them to do? Would these things really throw the rest of the adventure out of whack? Have a way for the adventure to continue even if the players do not respond the way you expect them to. Right now, it kind of seems like it boils down like this... - PCs get trapped in dungeon - PCs must do demon's bidding to get out of dungeon - Demon grabs sword once it's been freed - PCs get out of dungeon and kill Demon Anyways, just my two cents! Let us know how the game goes when you run it! [/QUOTE]
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