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<blockquote data-quote="Theo R Cwithin" data-source="post: 5055069" data-attributes="member: 75712"><p>I agree with this. A duel without a cool in-game plot reason that builds up to it is kind of *meh* imho. The biggest problem I've had (as a player; I've never run a duel) is that the non-dueling PCs are left out-- even if they're off doing something else. And frankly, the couple I've witnessed (a mage duel and a courtly challenge) were simply boring-- though that probably had more to do with the chemistry of the DM & player in question.</p><p></p><p>Anyway, my thoughts on running a duel basically mirror most everyone else's:</p><p></p><p><u>** Ways enforce a duel between two rather than normal combat: </u></p><p>- a code or moral alignment (eg, a devil vs a paladin, each is lawful and each keeps his word)</p><p>- physical isolation (the duelists are alone on a pinnacle, in a cage-fight or arena, etc)</p><p>-supernatural reason (when the agreement is made, the duelists are whisked away to an arena guarded by inevitables; Something Bad (TM) will happen if anyone interferes, a prophecy is undone, an Artifact self-destructs, etc).</p><p></p><p></p><p><u>** Making it interesting to watch, for those not fighting:</u></p><p>- cool terrain (moving platforms, set pieces, hazards)</p><p>- unusual constraints (special weapons ["Bring out the lirpa!] or armor- or none, blindfolds, duelists chained together, etc)</p><p>- cultural considerations (special weaponry or armor "Bring out the lirpas!", sacred location, draw no blood/use no magic or risk offense)</p><p></p><p></p><p><u>** Involving other PCs, and/or keeping them from interfering:</u></p><p>- they're busy elsewhere (*meh*)</p><p>- they're keeping area clear for duelists (eg, in a greater battle, they're fighting at the fringe, preventing BBEG's minions from helping him)</p><p>- they're "judging", "witnessing" or otherwise honorbound (lest Something Bad (TM) happen to them).</p><p>- each one is caught in his own duel (eg, with their counterparts in a rival party (Elan vs Nale), aleaxes, etc)</p></blockquote><p></p>
[QUOTE="Theo R Cwithin, post: 5055069, member: 75712"] I agree with this. A duel without a cool in-game plot reason that builds up to it is kind of *meh* imho. The biggest problem I've had (as a player; I've never run a duel) is that the non-dueling PCs are left out-- even if they're off doing something else. And frankly, the couple I've witnessed (a mage duel and a courtly challenge) were simply boring-- though that probably had more to do with the chemistry of the DM & player in question. Anyway, my thoughts on running a duel basically mirror most everyone else's: [U]** Ways enforce a duel between two rather than normal combat: [/U] - a code or moral alignment (eg, a devil vs a paladin, each is lawful and each keeps his word) - physical isolation (the duelists are alone on a pinnacle, in a cage-fight or arena, etc) -supernatural reason (when the agreement is made, the duelists are whisked away to an arena guarded by inevitables; Something Bad (TM) will happen if anyone interferes, a prophecy is undone, an Artifact self-destructs, etc). [U]** Making it interesting to watch, for those not fighting:[/U] - cool terrain (moving platforms, set pieces, hazards) - unusual constraints (special weapons ["Bring out the lirpa!] or armor- or none, blindfolds, duelists chained together, etc) - cultural considerations (special weaponry or armor "Bring out the lirpas!", sacred location, draw no blood/use no magic or risk offense) [U]** Involving other PCs, and/or keeping them from interfering:[/U] - they're busy elsewhere (*meh*) - they're keeping area clear for duelists (eg, in a greater battle, they're fighting at the fringe, preventing BBEG's minions from helping him) - they're "judging", "witnessing" or otherwise honorbound (lest Something Bad (TM) happen to them). - each one is caught in his own duel (eg, with their counterparts in a rival party (Elan vs Nale), aleaxes, etc) [/QUOTE]
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