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First Post
Why do I immediatly get a mental image of Tom Cullin from The Stand?Iron Captain said:You just gave me a great character Idea! Thunk the Half-Orc Paladin of Pelor with an Int of 6!
P-E-L-O-R, that spells Greyhawk City. *nod*
Why do I immediatly get a mental image of Tom Cullin from The Stand?Iron Captain said:You just gave me a great character Idea! Thunk the Half-Orc Paladin of Pelor with an Int of 6!
Krelios said:Sounds like a good campaign. Sh*t happens in the real world and world-shaking events can make a wonderful adventure.
Again, expect the unexpected should be par for the course for adventurers.
soulforge said:5. Players seem to fail when being creative. The shop keeper that magically can cast spells and fight. It just alway's seemed that when I tried to have "fun" like trying to rob a bar keep, inn keep, or bank that I would alway's fail.
Basically if it was me doing something none main adventure necessary my wings were clipped like Icarus.
Drowbane said:The Moral of the Story - Back during my 2e days one of our DMs (who mainly ran Shadowrun) would go out of his way to PUNISH characters for doing something the DM thought was not-so-nice. One member of our Shadowrun team was a AWoL spec-ops guy (or somesuch) who focused on Sniping. This particular Ork would on occasion tag innocents on purpose to heighten chaos during Runs. Naturally this DM thought it appropriate to haunt the characters with "Ghosts of the Past".
Hitokiri said:"If the DM mentioned it, it must be important"
Almost the opposite of the previous one. The DM gives you all the pertinent information, but that is all he gives you. If you walk into "A darkened room, lit by a candelabra", the safe money says that that candle holder is in some fashion important. Forget about actual furniture or detritus cluttering the room, everything that gets mentioned is either treasure, a clue, or the activation for a hidden door.
Luckely, these mistakes seem to be done more often in new DMs. A little work usually gets them on the right path.
Ah yes, Mr. Chekhov, who clued us in that to leave dangling plot threads dangling is bad form.Gearjammer said:Your post reminded me of Chekhov's Rifle, a dramatic technique that doesn't really apply to a single room but does in an adventure or campaign. The concept comes from Anton Chekhov, a Russian playwright (no, not Mr. Chekhov from the Enterprise...) and states more or less "If a loaded rifle appears in Act One it had better fire in Act Four."
What that means is that in a play if a character, item, place, etc is introduced in Act One and then disappears offstage it needs to have a crucial role later in the play. Many novice DM's make the mistake of spending a lot of game time with NPC's that don't prominently figure in the plot, since the first advice they get is often "Make your NPC's interesting!" Or they overly describe an area that has no value to the mystery at hand but yet the PC's keep going back to it since the DM went into such detail.
Rystil Arden said:Dagger75 seemed to be talking about this in the same genre. His quote was "Didn't this wizard hire us in the last game you ran." I really don't see why this is bad. In fact, I find it better to do this if I am running games that have a shared world because it helps increase the sense of verisimilitude and helps the players connect to the setting. Plus it offers a unique way to display more than one side of a complicated character. The kind (but Lawful Neutral with tendencies both ways, though she views herself as Lawful Good and pragmatic) benefactor of one PC is the puppetmaster pulling the strings in another game, and she hired a Rogue PC's mentor from a third game to pull off the heist for her.
prosfilaes said:But it's not about riding off with them. Horses are expensive items, and unlike magic items, there are a lot of people in the world who want them. They're probably almost as liquid a commodity as gold and gems.
Ridley's Cohort said:For most NPCs it is not a fundamentally different decision than whether to Sunder a weapon or not.
Rystil Arden said:Even the first time was patently foolish. The dragon skeleton in the SRD has 19 Hit Dice and is CR 8. Assuming the Paladin is level 8, making this battle a routine and easy encounter (which it seems it was not), the Paladin would turn as a level 5 Cleric, meaning if he got a really lucky roll that totalled 22 or higher he could turn a 9 HD opponent.
(Psi)SeveredHead said:Maybe my games were just different. PCs didn't go around looting dungeons. An adventure such as "let's go raid that dungeon for loot" never happened. Loot was just a reward as part of the adventure, which was about taking down the NPCs and saving the village/kindgom/etc. Getting stuff was just a side reward. (It was necessary strictly for the purposes of game balance. For my Modern campaign, where wealth and balance have nothing to do with each other, wealth rewards for adventuring have to be quite low.)
Same for the NPCs. They weren't "adventuring" for the purposes of gaining loot. If they gained loot, good, but they weren't going to hose themselves for the purposes of gaining loot. If they're getting paid, it's probably through a contract or because they're employees of a villalin.
So yeah, they know a horse is worth a lot of cash, but they're too busy trying to defeat the PCs in order to appease their deities, their superiors, to worry too much about that kind of financial gain. If they needed horses, they probably stole them from easier targets, too. Unless they're bandits, in which case they have no reason for attacking the PCs other than taking their loot or horses and would obviously try to preserve them.
Oryan77 said:Hey, that's my girl!
Due to the DM's practice at roleplaying high charisma NPC's; he excels at whooing both men & women outside of the game. I have lost many girlfriends to smooth talking DM's when he gets into his Aasimar Bard persona at a party.