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General Tabletop Discussion
*Dungeons & Dragons
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="Imaculata" data-source="post: 7592094" data-attributes="member: 6801286"><p>I tend to overprep. Just this saturday I spent the <strong>entire day(!)</strong> prepping the session on sunday, only to find myself not having to use any of my prep work, thanks to my players just roleplaying, preparing for a battle, and being entertained by what I improvized on the spot. I don't like being unprepared. It has happened a few times, and always worked out alright, but as a general rule I'd rather have a big pile of notes full of prep-work, so that every last detail is well thought out.</p><p></p><p><strong>Note to self:</strong> Putting a giant monster in a lake and keeping the details a secret is a great way to keep your players busy.</p><p></p><p></p><p></p><p>I agree on having traps in locations that make sense. However, I prefer to avoid the classic search-for-traps-in-every-room scenario. That gets old fast. So instead I provide some sort of clue, however subtle, that something is amiss. It may just be a door that is ajar, when all the others are not. There don't have to be signs that the trap has been triggered before, but maybe something else stands out? A soft humming behind a door perhaps? (a magical trap) A strange smell? (a chemical trap) A corridor that is oddly clean? (a trapdoor)</p><p></p><p>I want to have clear indicators to my players when they <em>could</em> be expecting a trap and need to be cautious, so we don't get this default trap-search behavior. Also, I feel that having no trap searching most of the time, and then suddenly a very suspicious hallway, creates far more suspense. I think you need to have this contrast, in order to get your players on the edge of their seat. If they are always on high alert for traps, that some what diminishes the suspense of traps in my view.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7592094, member: 6801286"] I tend to overprep. Just this saturday I spent the [B]entire day(!)[/B] prepping the session on sunday, only to find myself not having to use any of my prep work, thanks to my players just roleplaying, preparing for a battle, and being entertained by what I improvized on the spot. I don't like being unprepared. It has happened a few times, and always worked out alright, but as a general rule I'd rather have a big pile of notes full of prep-work, so that every last detail is well thought out. [B]Note to self:[/B] Putting a giant monster in a lake and keeping the details a secret is a great way to keep your players busy. I agree on having traps in locations that make sense. However, I prefer to avoid the classic search-for-traps-in-every-room scenario. That gets old fast. So instead I provide some sort of clue, however subtle, that something is amiss. It may just be a door that is ajar, when all the others are not. There don't have to be signs that the trap has been triggered before, but maybe something else stands out? A soft humming behind a door perhaps? (a magical trap) A strange smell? (a chemical trap) A corridor that is oddly clean? (a trapdoor) I want to have clear indicators to my players when they [I]could[/I] be expecting a trap and need to be cautious, so we don't get this default trap-search behavior. Also, I feel that having no trap searching most of the time, and then suddenly a very suspicious hallway, creates far more suspense. I think you need to have this contrast, in order to get your players on the edge of their seat. If they are always on high alert for traps, that some what diminishes the suspense of traps in my view. [/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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