Drifter Bob
First Post
Elder-Basilisk said:Probably for the same reason that a lot of module writers I've seen do it: because you think it would be cool and would fit the story you want to tell and don't consider other ways to tell the story or to be cool.
For instance, I recently prepped a module for a con where the author has an i
There are also plenty of ways to completey screw up the spirit of the game WITHIN the letter of the rules, frankly, and thats at least as a big of a problem as the bad DM's and bad adventure writers you are citing here. I'm personally the last thing from a killer DM incidentally, but killer DM's can wreak just as much havoc in the rules as out of them.
in which even a detected imp could advance the story. (Earlier suggestions in the thread that a detected imp might flee back to his summoner's lair
(snip)
Having different manners of getting to the next location makes for a more useful module than for one that falls apart if the party successfully sees through the imp's trickery.
Amigo. I think you are confusing a suggestion with my own post describing the adventure a little more. The thing plays out just fine if the players detect the Imp. Of course it can happen, I just try to give it a litle better chance of not happening. Please go back and read my earlier post explaining the situation with the Imp.
DB