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*Dungeons & Dragons
Is this a good encounter?
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<blockquote data-quote="FormerlyHemlock" data-source="post: 6953056" data-attributes="member: 6787650"><p>If the PCs can't really influence events, you need to understand why you're creating this encounter in the first place. If it's to introduce some new ideas (Tamasic Men) and create some backstory for later events, consider either:</p><p></p><p>(1) Giving players some kind of a clue about how things are supposed to unfold. Could be a dream in which they are chased by spiders, flee to a tower, and eventually drive the spiders off. Could even be hints at the metagame level to the players about "don't take this next thing too seriously". OR</p><p></p><p>(2) Skip over the encounter entirely and tell the players, "This is what happened yesterday."</p><p></p><p>If on the other hand you want it to be an actual <em>encounter</em> encounter where the players' actions are crucial, well, just be prepared for it to be tough. Some players like tough challenges. Yes, being outnumbered is potentially hard for the player characters, but that's all the more reason to enjoy such encounters. Outnumbering the enemy is like beating up on a little kid. Being outnumbered is like Horatio At the Bridge or the Charge of the Light Brigade. Of such events legends are born.</p><p></p><p>Be prepared for what happens if they save the Tamasic Men. Tragedy is fine, comedy is fine, reward is fine, pathos and additional requests ("save us some more, great heroes!") are fine. Just make sure it's not <em>anticlimactic.</em></p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6953056, member: 6787650"] If the PCs can't really influence events, you need to understand why you're creating this encounter in the first place. If it's to introduce some new ideas (Tamasic Men) and create some backstory for later events, consider either: (1) Giving players some kind of a clue about how things are supposed to unfold. Could be a dream in which they are chased by spiders, flee to a tower, and eventually drive the spiders off. Could even be hints at the metagame level to the players about "don't take this next thing too seriously". OR (2) Skip over the encounter entirely and tell the players, "This is what happened yesterday." If on the other hand you want it to be an actual [I]encounter[/I] encounter where the players' actions are crucial, well, just be prepared for it to be tough. Some players like tough challenges. Yes, being outnumbered is potentially hard for the player characters, but that's all the more reason to enjoy such encounters. Outnumbering the enemy is like beating up on a little kid. Being outnumbered is like Horatio At the Bridge or the Charge of the Light Brigade. Of such events legends are born. Be prepared for what happens if they save the Tamasic Men. Tragedy is fine, comedy is fine, reward is fine, pathos and additional requests ("save us some more, great heroes!") are fine. Just make sure it's not [I]anticlimactic.[/I] [/QUOTE]
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Community
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Is this a good encounter?
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