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<blockquote data-quote="ccs" data-source="post: 7481702" data-attributes="member: 6803664"><p>Wow, that sounds like a crap game.</p><p></p><p>What's the rational behind the characters must be back at base by end of the session rule?</p><p>What happens if they <em>aren't</em> back?</p><p></p><p>I know you said it's a series of crawls, but is there any kind of cohesion between them?</p><p>Are there any limits on what kind of crawls you can run? </p><p></p><p>As for monsters chasing down characters vs just attacking who ever is closest? 9 Hells yes. If you think that'll make for a more interesting encounter, then run those cowards down!</p><p>Same goes for flanking, ambushing, traps, hazards, weird magical effects, AoE effects (especially on those trying to cluster back around the corner - "Fire in the Hole!"<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=":)" />), etc. Use anything & everything. </p><p></p><p>And you should stock your encounters with enough monsters so that everyone gets to play. <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><p>Ex: 5 characters = I've got a goblin for you, and you, and you & you too. And because #5 can kill two per round I've got 3 or 4 more for him. <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><p></p><p>Rogues hiding & sneak attacking at range. You're the DM, use your discretion. </p><p></p><p></p><p></p><p></p><p>Depends. </p><p>If they're adding to the story/fun otherwise, fine. Ex: In our ToA game we have a cowardly tiefling wizards apprentice. </p><p>The kid made a character who was essentially drafted into learning some magic (near sole survivor of an NPC party, frantically trying to decipher his dead masters spellbook). Then the other characters (who're all higher lv than he is) rescued him & are towing him along. He'll flee threats aimed at challenging the party. Out of combat though he's proven useful. And entertaining.</p><p>Add in the fact that he can only play until x time.... So at 8pm the tiefling cast invisibility & disappears.</p><p>vs.</p><p>My friend George. I like George. We've been friends for along time. But RPGwise, whatever the system, George makes characters who're 100% based on personal survival. Often rogues or wizards in D&D who're never on the front lines, & will bolt at any opportunity. And won't take any out-of-combat risks either. Nor does George ever add anything to the story. He makes characters with (at best) about a tweets worth of background/description & never takes any plot hooks nor generates them. Yet goes to extreme lengths for personal survival.... </p><p>We surmised that he does this because he's not happy unless he's the DM. He's trying to wait out who ever is currently DMing so that it'll become "His turn" again. </p><p>But that's never happening - because through hard xp we've learned that George is a terrible DM & none of us will play in a game he runs. So George & his cowardly characters got the boot from our RPG nights long ago.</p></blockquote><p></p>
[QUOTE="ccs, post: 7481702, member: 6803664"] Wow, that sounds like a crap game. What's the rational behind the characters must be back at base by end of the session rule? What happens if they [I]aren't[/I] back? I know you said it's a series of crawls, but is there any kind of cohesion between them? Are there any limits on what kind of crawls you can run? As for monsters chasing down characters vs just attacking who ever is closest? 9 Hells yes. If you think that'll make for a more interesting encounter, then run those cowards down! Same goes for flanking, ambushing, traps, hazards, weird magical effects, AoE effects (especially on those trying to cluster back around the corner - "Fire in the Hole!":)), etc. Use anything & everything. And you should stock your encounters with enough monsters so that everyone gets to play. :) Ex: 5 characters = I've got a goblin for you, and you, and you & you too. And because #5 can kill two per round I've got 3 or 4 more for him. :) Rogues hiding & sneak attacking at range. You're the DM, use your discretion. Depends. If they're adding to the story/fun otherwise, fine. Ex: In our ToA game we have a cowardly tiefling wizards apprentice. The kid made a character who was essentially drafted into learning some magic (near sole survivor of an NPC party, frantically trying to decipher his dead masters spellbook). Then the other characters (who're all higher lv than he is) rescued him & are towing him along. He'll flee threats aimed at challenging the party. Out of combat though he's proven useful. And entertaining. Add in the fact that he can only play until x time.... So at 8pm the tiefling cast invisibility & disappears. vs. My friend George. I like George. We've been friends for along time. But RPGwise, whatever the system, George makes characters who're 100% based on personal survival. Often rogues or wizards in D&D who're never on the front lines, & will bolt at any opportunity. And won't take any out-of-combat risks either. Nor does George ever add anything to the story. He makes characters with (at best) about a tweets worth of background/description & never takes any plot hooks nor generates them. Yet goes to extreme lengths for personal survival.... We surmised that he does this because he's not happy unless he's the DM. He's trying to wait out who ever is currently DMing so that it'll become "His turn" again. But that's never happening - because through hard xp we've learned that George is a terrible DM & none of us will play in a game he runs. So George & his cowardly characters got the boot from our RPG nights long ago. [/QUOTE]
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