Lonely Tylenol
First Post
Yeah, aren't halflings supposed to be the catch-all for trade and communication?Plane Sailing said:I don't think you'll find this is true of the basic PoL setup.
Yeah, aren't halflings supposed to be the catch-all for trade and communication?Plane Sailing said:I don't think you'll find this is true of the basic PoL setup.
I agree. However, the PoL setup will probably make the cliché caravan guard scenario a bit more dangerous.Plane Sailing said:I don't think you'll find this is true of the basic PoL setup.Primal said:Trade appears to be almost non-existent
kennew142 said:I don't want to be snarky here, but 4e can't possibly do away with any of these elements. We may see fewer published scenarios that deal with them, but most adventures are homebrewed.
On this point, I would agree 100%. Not every room must have a challenge in order to be interesting. I would maintain that the examples you've listed above do not equate to empty rooms. They are very pertinent to the scenario at hand.
I wouldn't disagree with the first part of this paragraph either. Large empty spaces are good to help distinguish the encounter areas and to make them unique. My own preference, both as a GM and a player, is to gloss over these areas, to use narrative and a few rooms like you mentioned in the first paragraph to make these places interesting. I have never had much patience for endless descriptions of very repetitive rooms that were devoid of appropriate dressing, clues, information, etc....
Often I will use wandering encounters related to one of the encounter areas to spice up these regions as well.
Every group is different, however. If spending hours mapping out empty rooms and stretches of corridor is fun for your group, that's great. I have never been part of such a group.
kennew142 said:I'm a historian as well, with a focus in Late Antique/Dark Ages. There is nothing in the campaign hook that wouldn't make sense in such a setting. Coming of Age rituals are pretty iconic in tribal/village cultures. The presence of actual monsters in this setting makes it a bit more problematic, but it is the village cleric, who (seeing something special about the PCs) asks them to go farther and perform a ritual of cleansing in the dungeon itself.
There is nothing a GM can do if faced with a table of contrarian players, but a character built to the setting should have a sense of obligation to the village. The kind of mercenary self-centeredness you describe would not be common in a dark ages (PoL) setting, or any tribal setting. If not motivated by altruism, the characters should at least be motivated by the expected adulation of the villagers.
You may have difficulty with the hook, especially given the apparently contrarian nature of your players, but that doesn't make it illogical at all.
JohnSnow said:Anyone who wants to see a really good example of PoL combined with the "Rite of Passage" should read Michael Stackpole's Dragoncrown War series, particularly the prequel novel - Dark Glory War.
The main characters in that novel are undergoing their "rite of passage," as happens in many tribal communities (as well as warrior ones, like Sparta). They end up running into actually dangerous adversaries. Usually, a youth on his "rite of passage" ends up spending the night on a mountaintop, to no effect. He's faced his fear and he returns home a man, and everyone celebrates.
Occasionally, the lad has to kill a wolf or something equally innocuous (by D&D standards). Usually, that's such a momentous event that the story is embellished and made to seem very heroic, like that of Leonidas in 300.
VERY infrequently, the threat is serious by D&D standards. Something like goblins, dire wolves, or maybe a predatory dinosaur of some kind (again, see Stackpole for a really cool use of a fantasy world creature modeled after JP-like "velociraptors"). And of course, the PCs just happen to be the ones who encounter that serious threat. Why? Well, they're PCs...Duh.
Most of the village youths just aren't that unlucky.
Primal said:I agree that the 'Coming of Age' ritual would be more suitable for a tribal setting, but I think there are several points here to consider:
1) Are females also required to undergo this ritual? If so, why? My understanding is that these sorts of rituals have been more common in "warrior" societies and related to young men proving their mettle. My group has two female players, so this is actually a very relevant question.
2) Why would a village surrounded by the Darkness (i.e. monsters and bandits) risk needlessly losing its valuable members? It's not as if they can afford to lose even a portion of their young generation, right? If it's tied to religious issues, it'd be more proper to have a Temple of Bane in the village instead of Bahamut.
3) The social "pressure"/obligation is indeed understandable, but it may smack of DM fiat and make players uncomfortable.
I guess you could call my players 'contrarian', but I guess it's just their way of saying: "Look, if you want us to get immersed in your setting, make it feel like believable to us.". It's typical that they pose "tough" questions about details in the setting -- both during character creation and play.
kennew142 said:Off the top of my head, I would respond:
1) The game doesn't make a difference between male and female characters. Unless you are running a simulationist game in which females are second class citizens and barred from spheres of male activity, it makes sense to include female characters in such a rite of passage. The particular setting may allow for a modern style double standard in which females are not required to undergo the ritual, but they are welcome to do so if they want to be able to participate in traditionally male spheres of activity, such as adventuring.
2) To be cynical, most pre-industrial societies had no shortage of youths on the verge of adulthood. Maybe they are winnowing out the weak. Maybe the area the youths traditionally spend the night in isn't all that dangerous, and it is the village cleric who recognizes the potential in this particular group and sends them on a secret mission into the dungeon. Maybe he had a divine vision, or odd dreams brought on by indigestion that he misdiagnosed as a vision, which he interpreted to mean that this particular group should be given something special to do.
3) If the players understand the setting, they shouldn't see this as a case of DM fiat. If the GM has a party who wouldn't respond to such a hook, he shouldn't use it. Not every hook is workable for every group. That's why P&P games are better than video games.![]()
I still don't see why your group would question the believability of the scenario. But if they would, this hook is not for you. See #3 and find another. I would add that this scenario described isn't for publication. If it were, we would likely see more than one available character hook. It's the set-up for the author's own group. Presumably, he knows what will and will not work for this particular collection of players.
The Ubbergeek said:primal, I think that you nitpick details and cut hairs in halves.