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<blockquote data-quote="Lylandra" data-source="post: 7173118" data-attributes="member: 6816692"><p>All fine, I'm no native speaker either <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>I also like riddles, especially in TTRPGs where you can try to solve them even more creatively than in a computer game. Also... PC characters reacting in a, hm, logical way to things they botched or fields they are not good in is great fun as well. I remember having a fighter who just had no sense of direction. She confused left and right and refused to succeed on survival checks when it came to finding the path. She'd get lost in every building with more than 1 storey. </p><p></p><p>Combat encounters... the challenging ones I build the very same way. I don't use too much unavoidable combat and when I do throw the PCs into combat, it should mean something. </p><p></p><p>For tech, I'd rather mix and match, but it has to make sense for me. The new 7th Sea had a great section on which technology was developed how far since the previous edition and in contrast to what happened in our RL history. Our Zeitgeist PF campaign is also a mix of early industry and magic without getting too steampunky. </p><p></p><p>As I said, I ask my players what they'd like to play in a given scenario and why. If they want to play something seemingly exotic, then I either let it be exotic (if they want to) or I integrate it as unusual, or even common. I always follow the credo that the world and universe we play in is ours to decide. It does have to be consistent, have consequences and make sense. But the elements which make up the world can differ hugely from ours. </p><p></p><p>We can discuss alignment in a different thread, sure <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lylandra, post: 7173118, member: 6816692"] All fine, I'm no native speaker either ;) I also like riddles, especially in TTRPGs where you can try to solve them even more creatively than in a computer game. Also... PC characters reacting in a, hm, logical way to things they botched or fields they are not good in is great fun as well. I remember having a fighter who just had no sense of direction. She confused left and right and refused to succeed on survival checks when it came to finding the path. She'd get lost in every building with more than 1 storey. Combat encounters... the challenging ones I build the very same way. I don't use too much unavoidable combat and when I do throw the PCs into combat, it should mean something. For tech, I'd rather mix and match, but it has to make sense for me. The new 7th Sea had a great section on which technology was developed how far since the previous edition and in contrast to what happened in our RL history. Our Zeitgeist PF campaign is also a mix of early industry and magic without getting too steampunky. As I said, I ask my players what they'd like to play in a given scenario and why. If they want to play something seemingly exotic, then I either let it be exotic (if they want to) or I integrate it as unusual, or even common. I always follow the credo that the world and universe we play in is ours to decide. It does have to be consistent, have consequences and make sense. But the elements which make up the world can differ hugely from ours. We can discuss alignment in a different thread, sure :) [/QUOTE]
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