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Help me make an encounter for an Instigator
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<blockquote data-quote="Noumenon" data-source="post: 4483449" data-attributes="member: 70102"><p>That's really creative, reversing the perspective like that. Sneaking across a web is so much more exciting than looking up at one. And falling or dropping through a web to somewhere you haven't been is so much more exciting than falling back out of one.</p><p></p><p>Having the spiders be sleeping adds a ton of mood and tension.</p><p></p><p>Adding the tunnel at the bottom makes great "treasure" -- now there's a goal to navigating the web. Kind of hard for me to make the group want to both cross the top of the web, and go down to the bottom of the web. You mention "Options are to try to sneak past, climbing very carefully, or burn their way down, or fight their way down.... or skip the entire encounter and just move on." I do have a player who would probably appreciate feeling like he could skip the encounter, even though I wouldn't like it.</p><p></p><p></p><p></p><p>I should let the players in on the abstraction so that they can make navigation plans, right? To the extent that I am drawing like a Donkey Kong map on the playmat so they can move their minis in side view? Or would it be better to tell them to imagine it mentally, and explain the abstraction so that they can keep track of what's going on?</p><p></p><p>I wonder if the pathways between the levels are the four or five support strands of the web. You could even use them as a zipline and go down multiple levels... you might end up smacking into the egg case at the center though!</p><p></p><p></p><p></p><p>You are a font of ideas. This is a great board.</p></blockquote><p></p>
[QUOTE="Noumenon, post: 4483449, member: 70102"] That's really creative, reversing the perspective like that. Sneaking across a web is so much more exciting than looking up at one. And falling or dropping through a web to somewhere you haven't been is so much more exciting than falling back out of one. Having the spiders be sleeping adds a ton of mood and tension. Adding the tunnel at the bottom makes great "treasure" -- now there's a goal to navigating the web. Kind of hard for me to make the group want to both cross the top of the web, and go down to the bottom of the web. You mention "Options are to try to sneak past, climbing very carefully, or burn their way down, or fight their way down.... or skip the entire encounter and just move on." I do have a player who would probably appreciate feeling like he could skip the encounter, even though I wouldn't like it. I should let the players in on the abstraction so that they can make navigation plans, right? To the extent that I am drawing like a Donkey Kong map on the playmat so they can move their minis in side view? Or would it be better to tell them to imagine it mentally, and explain the abstraction so that they can keep track of what's going on? I wonder if the pathways between the levels are the four or five support strands of the web. You could even use them as a zipline and go down multiple levels... you might end up smacking into the egg case at the center though! You are a font of ideas. This is a great board. [/QUOTE]
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