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If an NPC is telling the truth, what's the Insight DC to know they're telling the truth?
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<blockquote data-quote="iserith" data-source="post: 7584020" data-attributes="member: 97077"><p>Yes, certain aspects of the objections being voiced do seem to center more on the DM presenting boring content rather than how it's all resolved. I mentioned this in a post upthread. That's not an issue with the playstyle but rather the DM's content. I love dungeons. You will not be bored if I decide that unlocking multiple doors or chests is one of the challenges. They will all be unique and interesting.</p><p></p><p>As an example, in an adventure I adapted as a one-shot ("Secret Party House of the Hill Giant Playboy"), I wanted to play up chest interactions as a thing for that adventure because it had a very old school vibe to it. So I put six chests in the adventure location, each one unique, locked in particular ways, trapped in other ways, set in places that were interesting to get to, and containing novel and interesting treasures that were fun to pick over. I tend to run one-shots multiple times with different pickup groups and one of things that the players like doing is comparing notes after the game to see who did what. The chests came up in discussion again and again as the highlight of the game because I took the time to make that content <em>interesting</em>.</p></blockquote><p></p>
[QUOTE="iserith, post: 7584020, member: 97077"] Yes, certain aspects of the objections being voiced do seem to center more on the DM presenting boring content rather than how it's all resolved. I mentioned this in a post upthread. That's not an issue with the playstyle but rather the DM's content. I love dungeons. You will not be bored if I decide that unlocking multiple doors or chests is one of the challenges. They will all be unique and interesting. As an example, in an adventure I adapted as a one-shot ("Secret Party House of the Hill Giant Playboy"), I wanted to play up chest interactions as a thing for that adventure because it had a very old school vibe to it. So I put six chests in the adventure location, each one unique, locked in particular ways, trapped in other ways, set in places that were interesting to get to, and containing novel and interesting treasures that were fun to pick over. I tend to run one-shots multiple times with different pickup groups and one of things that the players like doing is comparing notes after the game to see who did what. The chests came up in discussion again and again as the highlight of the game because I took the time to make that content [I]interesting[/I]. [/QUOTE]
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If an NPC is telling the truth, what's the Insight DC to know they're telling the truth?
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