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Divinations...something that has always irked me
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<blockquote data-quote="Dirt" data-source="post: 1262691" data-attributes="member: 6209"><p>To some extent, I have already provided a means to subvert attempts to completely ruin attempts at intrigue, and their adventures even lead them to a city where political intrigue was the norm. For quite some time (2-3 years in real time, I think), the group has been in an underdark smuggling port called Jeruport. The city itself existed in a null magic zone (although, some of the city was outside of the null magic). In that case, there was no room to complain about divinations not working. Every person belonged to a faction (or multiple factions), all working toward their own interests. I have one NPC named "the Collector" whose entire purpose is to gather information and extort money out of people. Fun stuff.</p><p></p><p>Now they have returned to the surface world (partly because they are tired of the paranoia), and use divinations like a once-a-day vitamin (sometimes twice a day). I wish I HAD thought about using auguries for every business deal, but I started this campaign world when I was 17 (I'm 29 now), and I didn't examine every nuance (although I did switch editions along the way). I would like to keep some continuity, and switching to something like that would have to be a more gradual change. Thankfully, they are now travelling to unknown parts, so I may have the opportunity to start introducing such concepts without disrupting the story.</p></blockquote><p></p>
[QUOTE="Dirt, post: 1262691, member: 6209"] To some extent, I have already provided a means to subvert attempts to completely ruin attempts at intrigue, and their adventures even lead them to a city where political intrigue was the norm. For quite some time (2-3 years in real time, I think), the group has been in an underdark smuggling port called Jeruport. The city itself existed in a null magic zone (although, some of the city was outside of the null magic). In that case, there was no room to complain about divinations not working. Every person belonged to a faction (or multiple factions), all working toward their own interests. I have one NPC named "the Collector" whose entire purpose is to gather information and extort money out of people. Fun stuff. Now they have returned to the surface world (partly because they are tired of the paranoia), and use divinations like a once-a-day vitamin (sometimes twice a day). I wish I HAD thought about using auguries for every business deal, but I started this campaign world when I was 17 (I'm 29 now), and I didn't examine every nuance (although I did switch editions along the way). I would like to keep some continuity, and switching to something like that would have to be a more gradual change. Thankfully, they are now travelling to unknown parts, so I may have the opportunity to start introducing such concepts without disrupting the story. [/QUOTE]
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Divinations...something that has always irked me
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