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D&D Older Editions, OSR, & D&D Variants
Keep on the Borderland and no healing...?
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<blockquote data-quote="Cadence" data-source="post: 9393283" data-attributes="member: 6701124"><p>Going with (I think) the 2nd printing as reprinted in the Goodman edition, it does say the goblins will attack right away and are guarding the door (as they yell "Hey Rube!" in goblin.</p><ul> <li data-xf-list-type="ul">"If they are being soundly defeated by intruders, the goblins will attempt to hide or flee..."</li> <li data-xf-list-type="ul">I didn't see where in F it said the Hobgoblins immediately attacked (they will "immediately rush to the entry" though). "The hobgoblins are fairly smart."</li> </ul><p></p><p>It also says:</p><ul> <li data-xf-list-type="ul">"<strong>[Y]ou will notice that the details are left in your hands. This allows you to personalize the scenario, and suit it to what you and your players will find most enjoyable.</strong>"</li> <li data-xf-list-type="ul">If there are fewer than six players then give them advice and let them hire men-at-arms (it's designed for 6-9 characters).</li> <li data-xf-list-type="ul">Give the players a magic dagger or some magic arrows and at least one potion of healing (family bequests to aid them).</li> <li data-xf-list-type="ul">"The DM should be careful to give the player characters a reasonable chance for survival. If your players tend to be a bit rash and unthinking, it might be better to allow them to have a few men-at-arms along even if the party is large, and they actually don't attempt to hire such mercenaries."</li> <li data-xf-list-type="ul">"<strong>The DM is also a designer of the situations and must bear in mind the abilities of his or her players. It is the job of the DM to see that the situations and characters balance. If things are too difficult, the players will become discouraged; too easy and they will become bored.</strong>"</li> <li data-xf-list-type="ul">"Ransoming Prisoners: Organized tribes can optionally be allowed to take player characters prisoner, freeing one to return to the KEEP in order to bring a ransom back..."</li> <li data-xf-list-type="ul">"Tribal Alliance and Warfare: You might allow characters to somehow become aware that there is a constant skirmishing going on between the goblins and hobgoblins on one side and the orcs, sometimes with gnoll allies, on the other...."</li> </ul><p></p><p>If making the goblins blindly attack makes the game not fun, it certainly seems to give outs for that.</p></blockquote><p></p>
[QUOTE="Cadence, post: 9393283, member: 6701124"] Going with (I think) the 2nd printing as reprinted in the Goodman edition, it does say the goblins will attack right away and are guarding the door (as they yell "Hey Rube!" in goblin. [LIST] [*]"If they are being soundly defeated by intruders, the goblins will attempt to hide or flee..." [*]I didn't see where in F it said the Hobgoblins immediately attacked (they will "immediately rush to the entry" though). "The hobgoblins are fairly smart." [/LIST] It also says: [LIST] [*]"[B][Y]ou will notice that the details are left in your hands. This allows you to personalize the scenario, and suit it to what you and your players will find most enjoyable.[/B]" [*]If there are fewer than six players then give them advice and let them hire men-at-arms (it's designed for 6-9 characters). [*]Give the players a magic dagger or some magic arrows and at least one potion of healing (family bequests to aid them). [*]"The DM should be careful to give the player characters a reasonable chance for survival. If your players tend to be a bit rash and unthinking, it might be better to allow them to have a few men-at-arms along even if the party is large, and they actually don't attempt to hire such mercenaries." [*]"[B]The DM is also a designer of the situations and must bear in mind the abilities of his or her players. It is the job of the DM to see that the situations and characters balance. If things are too difficult, the players will become discouraged; too easy and they will become bored.[/B]" [*]"Ransoming Prisoners: Organized tribes can optionally be allowed to take player characters prisoner, freeing one to return to the KEEP in order to bring a ransom back..." [*]"Tribal Alliance and Warfare: You might allow characters to somehow become aware that there is a constant skirmishing going on between the goblins and hobgoblins on one side and the orcs, sometimes with gnoll allies, on the other...." [/LIST] If making the goblins blindly attack makes the game not fun, it certainly seems to give outs for that. [/QUOTE]
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