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<blockquote data-quote="Raven Crowking" data-source="post: 4781066" data-attributes="member: 18280"><p>Later on in the campaign, when the PCs can succeeed against that location, this will very likely be a legendary story. When the PCs know that the world can kill them -- and <em><strong>will</strong></em> kill them, if they don't play well -- in-game accomplishments become far more meaningful, IME and IMHO.</p><p></p><p>As has been mentioned upthread, a part of your DM prep time should be devoted to deciding how the world reacts to the PCs. If you do not, your players won't get the immediate benefit of seeing that their actions change the world.</p><p></p><p>Some suggestions:</p><p></p><p>1. Plant hooks about what treasures are where. "Legend says that the Staff of Horus is lost in the Dungeon of Boiling Warts." Giving the players definite goals to achieve within a setting is a good thing.</p><p></p><p>2. Let the mayor, tired of nagging the PCs, hire some other would-be adventurers. Over time, she hires a sherrif. Based on what she has told the new adventurers, their opinions of the old adventurers may (initially) be rather poor.....</p><p></p><p>3. As above, but give one of the NPC adventurers a cool magic item. When said adventurer is lost in the Dungeon of Boiling Warts, the PCs may well want to try to recover the item. The question then becomes.....does the item belong to the PCs or to the adventurer's heirs? The answer will affect what happens when PCs die and their gear is recovered by NPCs.......</p><p></p><p>4. In addition to random encounters, write up a few small lairs that you can drop into the campaign world as needed. <em><strong>Do not let the players know that you are placing these lairs during the game -- they were <span style="font-size: 15px">always</span> there!</strong></em> One placed, mark 'em on the map so you remember they are there.</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 4781066, member: 18280"] Later on in the campaign, when the PCs can succeeed against that location, this will very likely be a legendary story. When the PCs know that the world can kill them -- and [i][b]will[/b][/i][b][/b] kill them, if they don't play well -- in-game accomplishments become far more meaningful, IME and IMHO. As has been mentioned upthread, a part of your DM prep time should be devoted to deciding how the world reacts to the PCs. If you do not, your players won't get the immediate benefit of seeing that their actions change the world. Some suggestions: 1. Plant hooks about what treasures are where. "Legend says that the Staff of Horus is lost in the Dungeon of Boiling Warts." Giving the players definite goals to achieve within a setting is a good thing. 2. Let the mayor, tired of nagging the PCs, hire some other would-be adventurers. Over time, she hires a sherrif. Based on what she has told the new adventurers, their opinions of the old adventurers may (initially) be rather poor..... 3. As above, but give one of the NPC adventurers a cool magic item. When said adventurer is lost in the Dungeon of Boiling Warts, the PCs may well want to try to recover the item. The question then becomes.....does the item belong to the PCs or to the adventurer's heirs? The answer will affect what happens when PCs die and their gear is recovered by NPCs....... 4. In addition to random encounters, write up a few small lairs that you can drop into the campaign world as needed. [i][b]Do not let the players know that you are placing these lairs during the game -- they were [SIZE="4"]always[/SIZE] there![/b][/i][b][/b] One placed, mark 'em on the map so you remember they are there. RC [/QUOTE]
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