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Modding Lost Mine of Phandelver for younger kids
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<blockquote data-quote="mlund" data-source="post: 6828130" data-attributes="member: 50304"><p>When I ran the Lost Mines I actually had one of the PC's encounter an abused Mastiff Hound. He turned out to have originally belonged to the farmer that the Redbrands had captured and fed to one of the monsters lurking in the basements. That's kind of dark for a kid, so I'd just have the farmer still held prisoner. This scenario does several things:</p><p></p><p>1 - "Kick the dog / pet the dog" - Loyal animals elicit a lot of sympathy from decent folks, and hurting them is a pretty clear indication that someone is a bad guy in a simple story. Goblins will want to torment or eat the animal. The Redbrands hurt the dog. It'll convey the message without having to delve into darker subject matter like rape, murder, arson, and jaywalking.</p><p></p><p>2 - "My dog doesn't like you" - It's got good senses, survival instincts, and it's hostile / fearful of things the PC's should be on the lookout for.</p><p></p><p>3 - "Got to keep him safe" - Sometimes players think of things too much like a video-game or a novel to the point where their characters take unreasonable personal risks. The hound, however, has already seen some obvious harm. Do you really want to stage a frontal assault and risk him getting hurt or killed because you were reckless?</p><p></p><p>4 - "It's a small world after all" - When the PCs take down the Redbrands they'll discover that the dog actually came from somewhere, has an owner, etc. It seems like a small thing, but those interconnected details make a tabletop RPG something far more dynamic than a series of hallways, fights, and puzzles.</p><p></p><p>Plus that's also a logical opportunity for the companion-animal / character to exit the party if it has served its purpose. The Mastiff can go back with its family. Or if it is working out well and the PCs are attached to him, the owner may insist that the dog stay by their side. It's flexible in both directions.</p><p></p><p>Good luck!</p></blockquote><p></p>
[QUOTE="mlund, post: 6828130, member: 50304"] When I ran the Lost Mines I actually had one of the PC's encounter an abused Mastiff Hound. He turned out to have originally belonged to the farmer that the Redbrands had captured and fed to one of the monsters lurking in the basements. That's kind of dark for a kid, so I'd just have the farmer still held prisoner. This scenario does several things: 1 - "Kick the dog / pet the dog" - Loyal animals elicit a lot of sympathy from decent folks, and hurting them is a pretty clear indication that someone is a bad guy in a simple story. Goblins will want to torment or eat the animal. The Redbrands hurt the dog. It'll convey the message without having to delve into darker subject matter like rape, murder, arson, and jaywalking. 2 - "My dog doesn't like you" - It's got good senses, survival instincts, and it's hostile / fearful of things the PC's should be on the lookout for. 3 - "Got to keep him safe" - Sometimes players think of things too much like a video-game or a novel to the point where their characters take unreasonable personal risks. The hound, however, has already seen some obvious harm. Do you really want to stage a frontal assault and risk him getting hurt or killed because you were reckless? 4 - "It's a small world after all" - When the PCs take down the Redbrands they'll discover that the dog actually came from somewhere, has an owner, etc. It seems like a small thing, but those interconnected details make a tabletop RPG something far more dynamic than a series of hallways, fights, and puzzles. Plus that's also a logical opportunity for the companion-animal / character to exit the party if it has served its purpose. The Mastiff can go back with its family. Or if it is working out well and the PCs are attached to him, the owner may insist that the dog stay by their side. It's flexible in both directions. Good luck! [/QUOTE]
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Modding Lost Mine of Phandelver for younger kids
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