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How has flying affected your games?
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<blockquote data-quote="uzirath" data-source="post: 7865511" data-attributes="member: 8495"><p>When I run games with relatively common flight, whether due to naturally flying races or magic, I adjust the game world accordingly. Cities may have strict laws about flight with No Fly Zones. These may be be magically enforced and there will certainly be aerial guards or troops available. Architecture would presume the possibility of flying thieves, so you might see bars on the windows all the way up. Dungeon designers or denizens would never imagine that a pit or chasm would be a significant barrier. They might, however, get tricky with gusts of wind or anti-magic fields placed over the center of the abyss. In such a world, flight has advantages, to be sure, but PCs will understand that it comes with risks, too. (Their opposition will also, of course, contain opponents who take advantage of the Z-axis.)</p></blockquote><p></p>
[QUOTE="uzirath, post: 7865511, member: 8495"] When I run games with relatively common flight, whether due to naturally flying races or magic, I adjust the game world accordingly. Cities may have strict laws about flight with No Fly Zones. These may be be magically enforced and there will certainly be aerial guards or troops available. Architecture would presume the possibility of flying thieves, so you might see bars on the windows all the way up. Dungeon designers or denizens would never imagine that a pit or chasm would be a significant barrier. They might, however, get tricky with gusts of wind or anti-magic fields placed over the center of the abyss. In such a world, flight has advantages, to be sure, but PCs will understand that it comes with risks, too. (Their opposition will also, of course, contain opponents who take advantage of the Z-axis.) [/QUOTE]
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How has flying affected your games?
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