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General Tabletop Discussion
*TTRPGs General
my Keep on the borderlands adv.: questions and sugestions
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<blockquote data-quote="haakon1" data-source="post: 4080358" data-attributes="member: 25619"><p>Sounds like you are doing a good job and your players are having fun. I wouldn't alter it to make it easier.</p><p></p><p>I would role-play the enemy, though, not just use them as a foil for the PC's. That is, the enemy should not hesitate to:</p><p>- Run away</p><p>- Run away to get reinforcements</p><p>- Make a deal, as was suggested</p><p></p><p>Playing the monsters as an intelligent force makes it interesting.</p><p></p><p>Also, one of the huge advantages of D&D over computer games is the flexibility to respond to the players coming up with wacky ideas -- at first, the players will probably not understand that they have options beyond sword or spell, like negotiations, trickery, etc.</p><p></p><p>Also, if I know players, they are upset at the cleric who betrayed them, and now don't trust NPC's. This means the cleric is a good nemesis/plot driver for them now. And it also means you should have helpful PC's, back at the Keep, to balance out the "world is out to get me" feel. For example, the cleric of St. Cuthbert back at the Keep should heal our heroes for free, and maybe even give them a healing potion or two. Also, if they are successful in routing even one of the Caves, the Keep military and residents should treat them with more respect.</p><p></p><p>Another interesting option would be for the Lizardmen to come forward and agree to help the "hoomans" against the monsters of the caves. I like Lizardmen, and it's easy to imagine them not liking the evil cave dwellers.</p></blockquote><p></p>
[QUOTE="haakon1, post: 4080358, member: 25619"] Sounds like you are doing a good job and your players are having fun. I wouldn't alter it to make it easier. I would role-play the enemy, though, not just use them as a foil for the PC's. That is, the enemy should not hesitate to: - Run away - Run away to get reinforcements - Make a deal, as was suggested Playing the monsters as an intelligent force makes it interesting. Also, one of the huge advantages of D&D over computer games is the flexibility to respond to the players coming up with wacky ideas -- at first, the players will probably not understand that they have options beyond sword or spell, like negotiations, trickery, etc. Also, if I know players, they are upset at the cleric who betrayed them, and now don't trust NPC's. This means the cleric is a good nemesis/plot driver for them now. And it also means you should have helpful PC's, back at the Keep, to balance out the "world is out to get me" feel. For example, the cleric of St. Cuthbert back at the Keep should heal our heroes for free, and maybe even give them a healing potion or two. Also, if they are successful in routing even one of the Caves, the Keep military and residents should treat them with more respect. Another interesting option would be for the Lizardmen to come forward and agree to help the "hoomans" against the monsters of the caves. I like Lizardmen, and it's easy to imagine them not liking the evil cave dwellers. [/QUOTE]
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