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DUNGEON: A suggestion
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<blockquote data-quote="Joshua Randall" data-source="post: 1486534" data-attributes="member: 7737"><p>This is a great idea. Dragon already kind of covers this with Johnn Four's column, but Dungeon could get in on the act too, with more specific examples. </p><p> </p><p>I would actually like to see callouts in the individual Dungeon adventures, such as: what to do if the players can't figure out where to go next (e.g., "Steelthews the blacksmith has heard of some strange goings-on in the graveyard, and if the PCs haven't questioned him yet, he'll approach them as a concerned citizen."); how to tone down the lethality of an encounter on-the-fly (e.g., "If the PCs are getting clobbered by the demons' constant <em>blasphemy</em> effects, you're within your rights to say that the demons prefer to tear their foes apart in melee, rather than wear them down with spell-like abilities."); whether or not you should clue the players in to overlooked items that are important to the plot (e.g., "If the PCs haven't discovered the Staff of Plot Importance by now, you might have to let one of the clerics or druids receive a clue to its location via a dream or vision."). You get the idea -- tricks the DM can use to make that particular adventure flow along.</p><p> </p><p>I also second the call for more content on the website! I believe that Paizo is underusing a tremendous resource in that regard. I'd love to see maps, extra parts of the adventure that got cut, maps, side-quests that tie into the main adventure (to help the partly level up or get some needed equipment), maps, heroic and villainous organizations related to the adventure, maps, and player handouts. Oh, and I did I mention maps? Ideally at miniatures scale (1" = 5 ft.) -- the maps in Dungeon are very nice, but I cannot directly plop one on the table and use it as a battlemat.</p></blockquote><p></p>
[QUOTE="Joshua Randall, post: 1486534, member: 7737"] This is a great idea. Dragon already kind of covers this with Johnn Four's column, but Dungeon could get in on the act too, with more specific examples. I would actually like to see callouts in the individual Dungeon adventures, such as: what to do if the players can't figure out where to go next (e.g., "Steelthews the blacksmith has heard of some strange goings-on in the graveyard, and if the PCs haven't questioned him yet, he'll approach them as a concerned citizen."); how to tone down the lethality of an encounter on-the-fly (e.g., "If the PCs are getting clobbered by the demons' constant [i]blasphemy[/i] effects, you're within your rights to say that the demons prefer to tear their foes apart in melee, rather than wear them down with spell-like abilities."); whether or not you should clue the players in to overlooked items that are important to the plot (e.g., "If the PCs haven't discovered the Staff of Plot Importance by now, you might have to let one of the clerics or druids receive a clue to its location via a dream or vision."). You get the idea -- tricks the DM can use to make that particular adventure flow along. I also second the call for more content on the website! I believe that Paizo is underusing a tremendous resource in that regard. I'd love to see maps, extra parts of the adventure that got cut, maps, side-quests that tie into the main adventure (to help the partly level up or get some needed equipment), maps, heroic and villainous organizations related to the adventure, maps, and player handouts. Oh, and I did I mention maps? Ideally at miniatures scale (1" = 5 ft.) -- the maps in Dungeon are very nice, but I cannot directly plop one on the table and use it as a battlemat. [/QUOTE]
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