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Interesting ways to integrate a dragon in a campaign

It really is a personal choice sort of thing. I like having player-controlled narrative in my games as well, but I do it in the form of tokens, which are hit or miss. I was really just pointing out that the death flag and E6 are not necessarily related, except that they were developed by the same guy.

For what it's worth, I don't like the death flag because I see it leading to stuff like this: "I'm going to hold this door, guys - and since I haven't lowered the death flag, the bad guys can't pass!". But I have a feeling the death flag works better in adventure paths and storylines, as opposed to the looser sandbox-style game I run, where player choice in tackling heavier challenges is part of the fun.

I have used something similar in Modern with AP and an idea of cliffhanger 'episodes'... Definite danger to die in the game, but the 'series' was usually safe enough until we got to those points.

Also just because the door can be held doesn't mean you're not going to wind up at -1 in a dungeon cellar somewhere where the players will be. Heck, similar things are actually discussed in the contract section of the original writeup as something 'not allowed'.

Technically holding the door in that situation would probably be handled by a Raise more than a Flag situation.

Slainte,

-Loonook.
 

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