Pielorinho
Iron Fist of Pelor
Re: Re: Can't we all just get along?
I'm with you on that, Henry, and I'm not one of the people that equates 1E with Diablo. Your example of teh dungeon with 100 cultists and 10 beds might be a better example of what I'm talking about than my ill-fated corridor example (although I'm sure you'll get twenty responses pointed out the free love the cultists obviously espouse, or how their religion makes them sleep standing up, or how they each sleep 2.4 hours a day in shifts).
And mysteries are great. My PCs may never know what happened to the ship full of ghouls that disappeared during the storm. They may never know what kind of being it was that appeared in the temple and seemed impervious to their attacks. They may never know why the aye-aye demon seemed to be cooperating with a priest of vermin.
But I know. As a DM, that's my job.
I had a writing instructor, when I was younger, who insisted that I should always know what kind of underwear my characters wore. I should know what they liked to eat for breakfast, I should know their favorite joke, I should know what they thought about when they couldn't sleep. None of that might appear in the story -- but if I didn't know it, my readers could tell.
To a lesser degree, that's something really important to me in a game. My PCs may never talk with the aye-aye demon: six seconds after meeting it, it's busy summoning rings of fire around them and implanting suggestions in their minds with its groping mental fingers. But if I don't know why it's there, what it wants, what it fears, then the players can tell -- and the story will lose some of its cohesion.
(in case you're wondering, aye-aye demons wear bikini briefs)
Daniel
Henry said:
P.S. - Just to clear a point that Pielorhino made - consistency is important, this is true. However, having mysteries in a scenario are quite useful too. I sometimes in my group's adventure put things that make no sense whatsoever, just to (A) tick them off, (B) keep them guessing, (C) leave that sense of wonder in a game but putting something in there that may never be explained. However, if the dungeon has 100 cultists in it, and I only found enough bedding for 10 people, or if it had a dragon stuck in a 10' x 10' room, I would be concerned.![]()
I'm with you on that, Henry, and I'm not one of the people that equates 1E with Diablo. Your example of teh dungeon with 100 cultists and 10 beds might be a better example of what I'm talking about than my ill-fated corridor example (although I'm sure you'll get twenty responses pointed out the free love the cultists obviously espouse, or how their religion makes them sleep standing up, or how they each sleep 2.4 hours a day in shifts).
And mysteries are great. My PCs may never know what happened to the ship full of ghouls that disappeared during the storm. They may never know what kind of being it was that appeared in the temple and seemed impervious to their attacks. They may never know why the aye-aye demon seemed to be cooperating with a priest of vermin.
But I know. As a DM, that's my job.
I had a writing instructor, when I was younger, who insisted that I should always know what kind of underwear my characters wore. I should know what they liked to eat for breakfast, I should know their favorite joke, I should know what they thought about when they couldn't sleep. None of that might appear in the story -- but if I didn't know it, my readers could tell.
To a lesser degree, that's something really important to me in a game. My PCs may never talk with the aye-aye demon: six seconds after meeting it, it's busy summoning rings of fire around them and implanting suggestions in their minds with its groping mental fingers. But if I don't know why it's there, what it wants, what it fears, then the players can tell -- and the story will lose some of its cohesion.
(in case you're wondering, aye-aye demons wear bikini briefs)
Daniel
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