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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Keith Baker on 4E! (The Hellcow responds!)
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<blockquote data-quote="Lizard" data-source="post: 4121250" data-attributes="member: 1054"><p>Well, in my case, it's more, "If the bodak were alone in the dungeon, it would have killed everyone. The players, being cunning, will notice this. Thus, armed with the knowledge of what the bodak could do, I must set things up so it can't have done this -- perhaps it's contained somehow, and the PCs will inadvertantly break its imprisonment, or it will be deliberately freed." I find it's usually trivial to set up a dungeon-type environment which has all the encounters you want without having the players ask "Wait, why didn't the black pudding in room 1 eat the orc in room 2?" Because my players will ask that, and assume I have an answer, and that the answer is relevant to the plot.</p><p></p><p>As a real-play example...I want a minor demon guarding a treasure vault under an abandoned wizard's guild. I don't want the demon wandering the halls or teleporting away. Simple solution -- it's bound to the room outside the vault, empowered to kill anyone who doesn't know the password. There are no questions as to how the demon got there (the wizards summoned it), what it's doing there (they wanted a guardian which showed off what amazingly powerful wizards they were), or why it didn't kill everyone else (it was magically compelled). From my desire to have a demon to my setting it up so it was consistent within the very loose frameworks of high fantasy was about 15 seconds, but those 15 seconds of extra thought make for, IMO, a much more enjoyable game.</p></blockquote><p></p>
[QUOTE="Lizard, post: 4121250, member: 1054"] Well, in my case, it's more, "If the bodak were alone in the dungeon, it would have killed everyone. The players, being cunning, will notice this. Thus, armed with the knowledge of what the bodak could do, I must set things up so it can't have done this -- perhaps it's contained somehow, and the PCs will inadvertantly break its imprisonment, or it will be deliberately freed." I find it's usually trivial to set up a dungeon-type environment which has all the encounters you want without having the players ask "Wait, why didn't the black pudding in room 1 eat the orc in room 2?" Because my players will ask that, and assume I have an answer, and that the answer is relevant to the plot. As a real-play example...I want a minor demon guarding a treasure vault under an abandoned wizard's guild. I don't want the demon wandering the halls or teleporting away. Simple solution -- it's bound to the room outside the vault, empowered to kill anyone who doesn't know the password. There are no questions as to how the demon got there (the wizards summoned it), what it's doing there (they wanted a guardian which showed off what amazingly powerful wizards they were), or why it didn't kill everyone else (it was magically compelled). From my desire to have a demon to my setting it up so it was consistent within the very loose frameworks of high fantasy was about 15 seconds, but those 15 seconds of extra thought make for, IMO, a much more enjoyable game. [/QUOTE]
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Keith Baker on 4E! (The Hellcow responds!)
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