i'm starting this to form a small date base to the woos that can happen in game play. that hinder or slow the effectivness the dm might encounter.
To much wealth?
give the players a cursed vest or robe of pockets that has a treasuring eating monster that shifts from pocket to pocket. (make sure they player can remove it so they don't realize it's cursed when they try to bath)
encourage them to build a keep or strong hold. there are many extra plot devices that will occur do to it. along with the emptying of the treasure chest.
have some one or something steal it.
Have them invest in researching new spells or the creating of items
if the part has a carriage that hold all there extra stuff have to blown up in a fight or snatched by a dragon flying over.
magical item to powerful
break it
steal it
give it a draw back that randomly effects the party. not all have to cause damage (polymorphed, rapid aging, random back fire, passses out, turns gold all gold touched for the next 12 hours to clumps of mud, exe.....) you'll find them using it less and less
The players advanced faster than hoped (Ruining plans)
Throw in some lvl draining monsters
Increase strength of enemies (say they were magical altered)
Annoyed with with the constant hack and slash?
find new ways to stump the players.
more traps, (make them diffrent; have a bunch of really hard one that take time and then throw in a simple one and watch them over think it for 20 minutes)
force players deal with common people. (maybe your player like brothals and pasing through a two a year later has a child)
have them summoned by a lord, noble or king
to upgrade or learn skills traits or feats make them do it. want to get that swimming skill up they need to practice everyday for a month. just becuase they get a new slot at the lvl doesn't them it's poof known. depending on the skill they might have to travel to a place to do it or even build the obstacle course.
players take a total Uturn from what you had planned for the game?
just go with it
( I had a player that raised dead and kept around a army of skeletons and attacked small villages with them and looted everything the villages had to took the living as slaves and turned the dead in to his army. I was in no place to tell him he couldn't do it. so i worked it in he had a whole new list of issues due to it that he had to deal with. the slaves were a great way to remove his wealth the skeleton hord brought lawful npc's to kill him.)
To many DM's try and force the way the world goes and that makes for a ridged game. it's the DM job to make the game fun and challenging the player despite what they attempt to do. and it's the players job to challage the DM to create a world that is ever shifting forcing the DM to invent new ways to hinder or slow them down. A good DM can throw his plan out the window and create a new one on the fly
These are a few things i do to ensure that i enjoy playing the game and that my players are forced to deal with my world the way i want it.
To much wealth?
give the players a cursed vest or robe of pockets that has a treasuring eating monster that shifts from pocket to pocket. (make sure they player can remove it so they don't realize it's cursed when they try to bath)
encourage them to build a keep or strong hold. there are many extra plot devices that will occur do to it. along with the emptying of the treasure chest.
have some one or something steal it.
Have them invest in researching new spells or the creating of items
if the part has a carriage that hold all there extra stuff have to blown up in a fight or snatched by a dragon flying over.
magical item to powerful
break it
steal it
give it a draw back that randomly effects the party. not all have to cause damage (polymorphed, rapid aging, random back fire, passses out, turns gold all gold touched for the next 12 hours to clumps of mud, exe.....) you'll find them using it less and less
The players advanced faster than hoped (Ruining plans)
Throw in some lvl draining monsters
Increase strength of enemies (say they were magical altered)
Annoyed with with the constant hack and slash?
find new ways to stump the players.
more traps, (make them diffrent; have a bunch of really hard one that take time and then throw in a simple one and watch them over think it for 20 minutes)
force players deal with common people. (maybe your player like brothals and pasing through a two a year later has a child)
have them summoned by a lord, noble or king
to upgrade or learn skills traits or feats make them do it. want to get that swimming skill up they need to practice everyday for a month. just becuase they get a new slot at the lvl doesn't them it's poof known. depending on the skill they might have to travel to a place to do it or even build the obstacle course.
players take a total Uturn from what you had planned for the game?
just go with it
( I had a player that raised dead and kept around a army of skeletons and attacked small villages with them and looted everything the villages had to took the living as slaves and turned the dead in to his army. I was in no place to tell him he couldn't do it. so i worked it in he had a whole new list of issues due to it that he had to deal with. the slaves were a great way to remove his wealth the skeleton hord brought lawful npc's to kill him.)
To many DM's try and force the way the world goes and that makes for a ridged game. it's the DM job to make the game fun and challenging the player despite what they attempt to do. and it's the players job to challage the DM to create a world that is ever shifting forcing the DM to invent new ways to hinder or slow them down. A good DM can throw his plan out the window and create a new one on the fly
These are a few things i do to ensure that i enjoy playing the game and that my players are forced to deal with my world the way i want it.