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[Eberron] The Realm of Dreams (weakening the Quori without weakening them)
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<blockquote data-quote="Graf" data-source="post: 2863799" data-attributes="member: 3087"><p>As my post indicated (in the first line) I’m familiar with how time in Dal Quor works and, while it makes for a cool and interesting story, in my experience in a DnD game omnipotent spy organizations than can communicate effortlessly, undetectably in there special extraplanar hidyhole and possess vast resources are frustrating and unfun opponents for the player characters to face as foes in a campaign.</p><p>[For the record this showed up in the Banewarrens too.]</p><p></p><p>There are basically only a handful of outcomes:</p><p>1. The DM plays the foes with with a modicum of intelligence -> PCs are viciously and suddenly attacked by overwhelming forces.</p><p>2. The DM runs the foes as morons. PCs win, but the players spend the next six months going “so, why are we still alive?”</p><p>3. A “series of improbable events” occurs to keep the players alive. This is OK, if it doesn’t continue (i.e. if its just a specific villain the pcs could take out) but for the Dreaming Dark that doesn’t happen. So the improbable events continue indefinitely.</p><p>4. The PCs are epic level; the spy organization isn’t (i.e. they can’t muster anything of a high enough CR to be a threat to the PCs even if it attacks characters when they are alone in the bathroom)</p><p></p><p>1 leads to massive irritation on the part of players if it continues and often induces a sort of spastic paranoia that people don’t like playing with. 2 and 3 are OK on a beer-and-pretzels-gaming level but can be troublesome if you (or your players) are into realism (or if you are into Burning Wheel terminology simulationism). </p><p></p><p>Basically my point is didn’t have much to do with “wow, the Quori/Inspired are totally awesome and unbeatable!” so much as “they’re a great villain, but making them a bit less awesome would make for a more fun game.”</p></blockquote><p></p>
[QUOTE="Graf, post: 2863799, member: 3087"] As my post indicated (in the first line) I’m familiar with how time in Dal Quor works and, while it makes for a cool and interesting story, in my experience in a DnD game omnipotent spy organizations than can communicate effortlessly, undetectably in there special extraplanar hidyhole and possess vast resources are frustrating and unfun opponents for the player characters to face as foes in a campaign. [For the record this showed up in the Banewarrens too.] There are basically only a handful of outcomes: 1. The DM plays the foes with with a modicum of intelligence -> PCs are viciously and suddenly attacked by overwhelming forces. 2. The DM runs the foes as morons. PCs win, but the players spend the next six months going “so, why are we still alive?” 3. A “series of improbable events” occurs to keep the players alive. This is OK, if it doesn’t continue (i.e. if its just a specific villain the pcs could take out) but for the Dreaming Dark that doesn’t happen. So the improbable events continue indefinitely. 4. The PCs are epic level; the spy organization isn’t (i.e. they can’t muster anything of a high enough CR to be a threat to the PCs even if it attacks characters when they are alone in the bathroom) 1 leads to massive irritation on the part of players if it continues and often induces a sort of spastic paranoia that people don’t like playing with. 2 and 3 are OK on a beer-and-pretzels-gaming level but can be troublesome if you (or your players) are into realism (or if you are into Burning Wheel terminology simulationism). Basically my point is didn’t have much to do with “wow, the Quori/Inspired are totally awesome and unbeatable!” so much as “they’re a great villain, but making them a bit less awesome would make for a more fun game.” [/QUOTE]
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[Eberron] The Realm of Dreams (weakening the Quori without weakening them)
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