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Dungeon Master's Guide Bastion System Lets You Build A Stronghold
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<blockquote data-quote="Lanefan" data-source="post: 9477692" data-attributes="member: 29398"><p>Obviously. It's my job as DM to present challenges to the PCs and any avenue for doing such becomes another tool in my box, which means of course I'm looking for ways that the bastion rules (in this case) can help me generate possible challenges.</p><p></p><p>And note that I said "possible". I don't have to twist the stronghold followers, and if I don't need to I quite likely won't; but I do want that avenue left open to me.</p><p></p><p>It's not a matter of they can trust no-one anywhere, it's more a matter of them taking the time and effort to learn who they can trust. The game has always had divination spells. Use them. These days it also has Sense Motive and other quasi-divination character abilities. Use them.</p><p></p><p>Blindly trusting whoever you meet is going to lead to the same result as never checking for traps before opening doors in a dungeon: you'll probably get away with it for a while but sooner or later it'll bite you.</p><p></p><p>Though they may never manifest, I'd still prefer those all be available possibilities....</p><p></p><p>....side-along with things like this.</p><p></p><p>I mean hell, I could even turn that sickly mother into a PC-side challenge in any number of ways. Some examples: </p><p></p><p>--- the PCs learn of a possible cure for her sickness but finding or reaching such requires some adventuring (cue a 1-adventure find-and-fetch quest)</p><p>--- whatever is making her sick is going to make a lot of other people sick if not stopped (cue the short story arc where the PCs have to find out what caused the sickness, cut off that cause before it spreads, and then cure the mother; that's good for 3 adventures)</p><p>--- she is more important than anyone realizes, and her death is going to trigger some serious event(s); she needs to be kept alive long enough for people to prepare for and-or prevent those events (cue a potentially long story arc, I could get 10 adventures out of this, easy <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="Lanefan, post: 9477692, member: 29398"] Obviously. It's my job as DM to present challenges to the PCs and any avenue for doing such becomes another tool in my box, which means of course I'm looking for ways that the bastion rules (in this case) can help me generate possible challenges. And note that I said "possible". I don't have to twist the stronghold followers, and if I don't need to I quite likely won't; but I do want that avenue left open to me. It's not a matter of they can trust no-one anywhere, it's more a matter of them taking the time and effort to learn who they can trust. The game has always had divination spells. Use them. These days it also has Sense Motive and other quasi-divination character abilities. Use them. Blindly trusting whoever you meet is going to lead to the same result as never checking for traps before opening doors in a dungeon: you'll probably get away with it for a while but sooner or later it'll bite you. Though they may never manifest, I'd still prefer those all be available possibilities.... ....side-along with things like this. I mean hell, I could even turn that sickly mother into a PC-side challenge in any number of ways. Some examples: --- the PCs learn of a possible cure for her sickness but finding or reaching such requires some adventuring (cue a 1-adventure find-and-fetch quest) --- whatever is making her sick is going to make a lot of other people sick if not stopped (cue the short story arc where the PCs have to find out what caused the sickness, cut off that cause before it spreads, and then cure the mother; that's good for 3 adventures) --- she is more important than anyone realizes, and her death is going to trigger some serious event(s); she needs to be kept alive long enough for people to prepare for and-or prevent those events (cue a potentially long story arc, I could get 10 adventures out of this, easy :) ) [/QUOTE]
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