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Challenging my high-lvl group (NPCs and monsters; my players shouldn't read this!)
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<blockquote data-quote="Piratecat" data-source="post: 835029" data-attributes="member: 2"><p>I'm still swooning, trembling with rapture at the vision of a future undead Priggle, but that will take some serious work to fit in plot-wise - assuming that I can do so without mangling what other things are going on in the plot. But meanwhile...</p><p></p><p></p><p></p><p>So, there's a problem with this that I'm sure you've already thought of. Not with the mechanics; those are feasible. But the White Kingdom is one long-ass plot arc, and in essence it's a great big dungeon. What almost ALWAYS happens with big dungeons? I'll tell you (at least in my experience): players get bored.</p><p></p><p>Part of not letting people get bored is keeping things interesting and unpredictable; the upcoming disaster in my story hour was orchestrated partially for that reason. The other part, though, is maintaining a sense of momentum. I want to keep things feeling like they're moving rapidly forward. I want there to be a definite end in sight, and for every piece to build on what has come before. A time-based side adventure makes me nervous because I'm not sure it would maintain the momentum.</p><p></p><p>But lordy, it has potential. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>EDIT - Greybar, I think he's on the main thread, in the first 10 pages. I don't think I deleted him. The fast way of checking is to go to page 10, hit ctrl-F, and type in Klixxit. If he isn't there, go to page 9 and do the same thing. It's a little bit faster!</p></blockquote><p></p>
[QUOTE="Piratecat, post: 835029, member: 2"] I'm still swooning, trembling with rapture at the vision of a future undead Priggle, but that will take some serious work to fit in plot-wise - assuming that I can do so without mangling what other things are going on in the plot. But meanwhile... So, there's a problem with this that I'm sure you've already thought of. Not with the mechanics; those are feasible. But the White Kingdom is one long-ass plot arc, and in essence it's a great big dungeon. What almost ALWAYS happens with big dungeons? I'll tell you (at least in my experience): players get bored. Part of not letting people get bored is keeping things interesting and unpredictable; the upcoming disaster in my story hour was orchestrated partially for that reason. The other part, though, is maintaining a sense of momentum. I want to keep things feeling like they're moving rapidly forward. I want there to be a definite end in sight, and for every piece to build on what has come before. A time-based side adventure makes me nervous because I'm not sure it would maintain the momentum. But lordy, it has potential. :D EDIT - Greybar, I think he's on the main thread, in the first 10 pages. I don't think I deleted him. The fast way of checking is to go to page 10, hit ctrl-F, and type in Klixxit. If he isn't there, go to page 9 and do the same thing. It's a little bit faster! [/QUOTE]
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