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Giving Players Choices: Trollhaunt Warrens
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<blockquote data-quote="Rechan" data-source="post: 4668139" data-attributes="member: 54846"><p>This caught my eye, as I had an idea while reading it.</p><p></p><p>The important point here is "without any real data". </p><p></p><p>So the question becomes: can you give them real data?</p><p></p><p>For instance, you present a fork in the road, and then you detail what left and right mean. "Left is a dark swamp, fog rolling in. Right leads through a ravine with steep walls on either side." That <em>is</em> real data, because the PCs can say to themselves, "Hmm, high ravine walls. We could get boxed in, and there's not a lot of places to flee to." You could even spice it up with some knowledge checks about "What lurks in the swamp", to give them an idea of what they might deal with if they took that path.</p><p></p><p>A good example of this is say, the assault on Moonstair. You tell the PCs "There's stuff happening over here, over there, and over there. What do you want to address first?" You could say have buildings on fire with people inside, or trolls wrecking the port, or whathaveyou. </p><p></p><p>Another option is to actually give them information that would make their path relevant. Let's say you gave them a map that was merely a blueprint of the Trollhaunt. Then you have 1 or 2 rooms detailed. Let's say... The Dragon's cave, and the Thrall pit. You offer the PCs an incentive to go to one of those areas first ("they need to recover the captives and get them out" "they are aware of the dragon's Mordant weapon and the skill challenge to negotiate with it"). </p><p></p><p>This way, the PCs actually sit down with the map and chart their course. They could actually try to look for ways to slip past areas to come back later.</p><p></p><p>A third deviation from this idea is: offer them the option of going through the Feywild version of the Trollhaunt. "If you travel through the Feywild, you can get closer to Skalmad without alerting him of your presence. There are fewer, but far more dangerous battles ahead in the Feywild. Or, you could take the regular route, and fight more, weaker foes".</p></blockquote><p></p>
[QUOTE="Rechan, post: 4668139, member: 54846"] This caught my eye, as I had an idea while reading it. The important point here is "without any real data". So the question becomes: can you give them real data? For instance, you present a fork in the road, and then you detail what left and right mean. "Left is a dark swamp, fog rolling in. Right leads through a ravine with steep walls on either side." That [I]is[/I] real data, because the PCs can say to themselves, "Hmm, high ravine walls. We could get boxed in, and there's not a lot of places to flee to." You could even spice it up with some knowledge checks about "What lurks in the swamp", to give them an idea of what they might deal with if they took that path. A good example of this is say, the assault on Moonstair. You tell the PCs "There's stuff happening over here, over there, and over there. What do you want to address first?" You could say have buildings on fire with people inside, or trolls wrecking the port, or whathaveyou. Another option is to actually give them information that would make their path relevant. Let's say you gave them a map that was merely a blueprint of the Trollhaunt. Then you have 1 or 2 rooms detailed. Let's say... The Dragon's cave, and the Thrall pit. You offer the PCs an incentive to go to one of those areas first ("they need to recover the captives and get them out" "they are aware of the dragon's Mordant weapon and the skill challenge to negotiate with it"). This way, the PCs actually sit down with the map and chart their course. They could actually try to look for ways to slip past areas to come back later. A third deviation from this idea is: offer them the option of going through the Feywild version of the Trollhaunt. "If you travel through the Feywild, you can get closer to Skalmad without alerting him of your presence. There are fewer, but far more dangerous battles ahead in the Feywild. Or, you could take the regular route, and fight more, weaker foes". [/QUOTE]
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