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Embracing the D&Disms
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<blockquote data-quote="Henry" data-source="post: 1682645" data-attributes="member: 158"><p>Here's some examples for consumption:</p><p></p><ul> <li data-xf-list-type="ul">PC's are looking for a historic item that is NOWHERE to be found. Only clues to what happened are a broken reliquary and the guards are dust. Item has been stolen for years. The ONLY way to find the answer is a Legend Lore - not even commune will work if the gods don't have the item relating to their sphere of influence. Detective work SURE won't work on a case that cold.</li> <li data-xf-list-type="ul">The PC's have learned that a conjuction of comets will occur within one week, and that is also the week that the planar walls are thinnest for a cult to penetrate two of five mystic towers spread across the continent and work a ritual to free their dark god. The PC's have to (A) work a commune or divination to discover which two towers it is, and (B) teleport to the towers or NEAR the towers (they've never been there, remember?) and pierce the towers' magic defenses and find the cultists and stop them.</li> <li data-xf-list-type="ul">The PC's wish to free a god from imprisonment themselves, but the ONLY time to do it is for two people to be in the exact place and time and turn a key. How to do it without teleport?</li> <li data-xf-list-type="ul">The PC's go to save the world - and they're just too late. There wasn't even a CHANCE to save the day - they didn't find out until the end was come. While they still have their life and freedom, they need to find access to a wish spell - or cast it themselves, if they're high level - and undo the catastrophe, but the wish is not powerful enough to undo another's wish, so they need to go back in time to stop the end.</li> </ul><p>In other words, make the adventure DEPEND on the magic in question. Without it, there's no way to win. It's no different than saying, "if they heroes don't act, all it lost" - because they still CAN act, with those "reality-breaking" spells.</p></blockquote><p></p>
[QUOTE="Henry, post: 1682645, member: 158"] Here's some examples for consumption: [list] [*]PC's are looking for a historic item that is NOWHERE to be found. Only clues to what happened are a broken reliquary and the guards are dust. Item has been stolen for years. The ONLY way to find the answer is a Legend Lore - not even commune will work if the gods don't have the item relating to their sphere of influence. Detective work SURE won't work on a case that cold. [*]The PC's have learned that a conjuction of comets will occur within one week, and that is also the week that the planar walls are thinnest for a cult to penetrate two of five mystic towers spread across the continent and work a ritual to free their dark god. The PC's have to (A) work a commune or divination to discover which two towers it is, and (B) teleport to the towers or NEAR the towers (they've never been there, remember?) and pierce the towers' magic defenses and find the cultists and stop them. [*]The PC's wish to free a god from imprisonment themselves, but the ONLY time to do it is for two people to be in the exact place and time and turn a key. How to do it without teleport? [*]The PC's go to save the world - and they're just too late. There wasn't even a CHANCE to save the day - they didn't find out until the end was come. While they still have their life and freedom, they need to find access to a wish spell - or cast it themselves, if they're high level - and undo the catastrophe, but the wish is not powerful enough to undo another's wish, so they need to go back in time to stop the end. [/list] In other words, make the adventure DEPEND on the magic in question. Without it, there's no way to win. It's no different than saying, "if they heroes don't act, all it lost" - because they still CAN act, with those "reality-breaking" spells. [/QUOTE]
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