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General Tabletop Discussion
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Do You Tinker with Adventures to Make Them "Winnable"?
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<blockquote data-quote="aco175" data-source="post: 8308238" data-attributes="member: 27385"><p>I agree that it is standard for fantasy and there is a place for some of this in D&D. The problem with The Hobbit is that the DM would have to railroad the party to be at places and meet people like powerful NPCs that had information. This works in a story, but may not work at the game table.</p><p></p><p>I try to give clues and options on treasure to assist. The party may have an opportunity to buy a scroll with a <em>knock</em> spell or get a secret note from another bad guy they defeated with a clue. Kind of like the rule of 3 mentioned above. I also have no problem giving out a few more items and cool weapons that the adventure may provide. By 5th level most of the PCs in my games will have something, even if they all do not have a magic weapon.</p><p></p><p>I once made a dungeon that had a imprint of a sword on the wall in the one of the final rooms. This was a clue to a further quest where the actual sword is placed in the imprint and a door/portal opens allowing the party to enter. This 'door' was not really part of the initial mission so it was not meant to enter at that time, so maybe this is the same as the OP but the players were ok with having to come back later. They did get some information from the old writings on the wall from the original use of the dungeon and not the current bad guys living there.</p></blockquote><p></p>
[QUOTE="aco175, post: 8308238, member: 27385"] I agree that it is standard for fantasy and there is a place for some of this in D&D. The problem with The Hobbit is that the DM would have to railroad the party to be at places and meet people like powerful NPCs that had information. This works in a story, but may not work at the game table. I try to give clues and options on treasure to assist. The party may have an opportunity to buy a scroll with a [I]knock[/I] spell or get a secret note from another bad guy they defeated with a clue. Kind of like the rule of 3 mentioned above. I also have no problem giving out a few more items and cool weapons that the adventure may provide. By 5th level most of the PCs in my games will have something, even if they all do not have a magic weapon. I once made a dungeon that had a imprint of a sword on the wall in the one of the final rooms. This was a clue to a further quest where the actual sword is placed in the imprint and a door/portal opens allowing the party to enter. This 'door' was not really part of the initial mission so it was not meant to enter at that time, so maybe this is the same as the OP but the players were ok with having to come back later. They did get some information from the old writings on the wall from the original use of the dungeon and not the current bad guys living there. [/QUOTE]
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Do You Tinker with Adventures to Make Them "Winnable"?
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