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Design Challenge: Utilizing Fantastic Terrain
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<blockquote data-quote="Amaroq" data-source="post: 5074584" data-attributes="member: 15470"><p>Moving locations are always fabulous:</p><p></p><p>One of our group's favorite encounters involved a downhill race on mine carts - complete with multiple paths of varying length, "switches" between different tracks that one might be able to Mage Hand into a different orientation, and the party sandwiched: Bad Guy With McGuffin in the lead, party chasing him, BBEG's minions and defense chasing the party.</p><p></p><p>Another memorable scene took place on a pirate airship, kept aloft by captive air elementals, with pirates acrobatically using the rigging above us. The DM broke it down into several encounters depending on what our short-term goals were (e.g., the battle to get to the helm), and allowed encounter powers to reset but no healing surges during the "brief rest" between encounters.</p><p></p><p>Another great series of battles took place in, essentially, a Howl's Moving Castle knock-off - eloquently described and made fresh by our DM, and populated with an "owner" who was clearly wayyyy too buff for us to take on. Battles tended to involve us vs constructs and animated inanimate objects, with the added difficulty of trying to keep the battles <strong>quiet</strong> so as not to alert the owner ... or to slip out of the rooms, find hiding places, etc, if he came to investigate.</p><p></p><p>I think the "trick" is to let go of the inner critic that says "this has been done" or "this is cliche", and instead <strong>embrace</strong> the done-before, cliche thing, and make it your own. Put your own signature touches to it, and know that your <em>players</em> will put their signature touches into it, too.</p></blockquote><p></p>
[QUOTE="Amaroq, post: 5074584, member: 15470"] Moving locations are always fabulous: One of our group's favorite encounters involved a downhill race on mine carts - complete with multiple paths of varying length, "switches" between different tracks that one might be able to Mage Hand into a different orientation, and the party sandwiched: Bad Guy With McGuffin in the lead, party chasing him, BBEG's minions and defense chasing the party. Another memorable scene took place on a pirate airship, kept aloft by captive air elementals, with pirates acrobatically using the rigging above us. The DM broke it down into several encounters depending on what our short-term goals were (e.g., the battle to get to the helm), and allowed encounter powers to reset but no healing surges during the "brief rest" between encounters. Another great series of battles took place in, essentially, a Howl's Moving Castle knock-off - eloquently described and made fresh by our DM, and populated with an "owner" who was clearly wayyyy too buff for us to take on. Battles tended to involve us vs constructs and animated inanimate objects, with the added difficulty of trying to keep the battles [b]quiet[/b] so as not to alert the owner ... or to slip out of the rooms, find hiding places, etc, if he came to investigate. I think the "trick" is to let go of the inner critic that says "this has been done" or "this is cliche", and instead [b]embrace[/b] the done-before, cliche thing, and make it your own. Put your own signature touches to it, and know that your [I]players[/i] will put their signature touches into it, too. [/QUOTE]
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Design Challenge: Utilizing Fantastic Terrain
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