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Gaming session lessons: why moving slow is important all the time, and the kid learns kiting
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<blockquote data-quote="iserith" data-source="post: 6543806" data-attributes="member: 97077"><p>What was described sounded like a cool environment, but not necessarily a dangerous one to me (based on what was shared). But since I've been playing so long, I know that if there's no rush, then moving slow costs nothing.</p><p></p><p></p><p></p><p><a href="http://community.wizards.com/forum/product-and-general-dd-discussions/threads/4121186" target="_blank">Check out how I handle pace in this re-imagining of the Cragmaw Hideout in LMoP</a>. You might find some ideas here. In short, the players are choosing route and pace which modifies the frequency and types of possible random encounters and sets the amount of time spent travelling between important areas - which is itself important because of a "threat meter" based on time. When time's up, the goblins rally. This creates a lot of meaningful decision points depending on how things unfold.</p><p></p><p></p><p></p><p>The Monster Manual does have that kind of thing in it. It says ankhegs leave collapsed tunnels, some of which contain molted chitin or broken eggs. You can also just look to their stat blocks to telegraph things they can do. The partially-eaten orc corpse in the acid pool of bile I mentioned upthread is an example of showing the PCs something it can do. It also provides a clue they might use to deduce the threats in the area either through player skill or taking action to recall lore or make deductions which might call for Intelligence (Nature) or Intelligence (Investigation) checks if the action described has an uncertain outcome. Knowing that there are monsters about that can taken down an orc and sprays some kind of acid also helps raise tension. Further, by showing the orc corpse, the DM tips his hand to the orc settlement the OP mentioned later on. It all fits together to make a very nice coherent whole.</p></blockquote><p></p>
[QUOTE="iserith, post: 6543806, member: 97077"] What was described sounded like a cool environment, but not necessarily a dangerous one to me (based on what was shared). But since I've been playing so long, I know that if there's no rush, then moving slow costs nothing. [URL="http://community.wizards.com/forum/product-and-general-dd-discussions/threads/4121186"]Check out how I handle pace in this re-imagining of the Cragmaw Hideout in LMoP[/URL]. You might find some ideas here. In short, the players are choosing route and pace which modifies the frequency and types of possible random encounters and sets the amount of time spent travelling between important areas - which is itself important because of a "threat meter" based on time. When time's up, the goblins rally. This creates a lot of meaningful decision points depending on how things unfold. The Monster Manual does have that kind of thing in it. It says ankhegs leave collapsed tunnels, some of which contain molted chitin or broken eggs. You can also just look to their stat blocks to telegraph things they can do. The partially-eaten orc corpse in the acid pool of bile I mentioned upthread is an example of showing the PCs something it can do. It also provides a clue they might use to deduce the threats in the area either through player skill or taking action to recall lore or make deductions which might call for Intelligence (Nature) or Intelligence (Investigation) checks if the action described has an uncertain outcome. Knowing that there are monsters about that can taken down an orc and sprays some kind of acid also helps raise tension. Further, by showing the orc corpse, the DM tips his hand to the orc settlement the OP mentioned later on. It all fits together to make a very nice coherent whole. [/QUOTE]
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Gaming session lessons: why moving slow is important all the time, and the kid learns kiting
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