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No Fixed Location -- dynamically rearranging items, monsters, and other game elements in the interests of storytelling
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<blockquote data-quote="Monayuris" data-source="post: 7895356" data-attributes="member: 6859536"><p>This does not actually reward exploration. </p><p></p><p>It's not really a reward to be handed treasure through no actual effort. Exploration is rewarded when players make a choice and make a deduction that there may be something of value in the fireplaces. </p><p></p><p>If the players decide not to search additional fireplaces, it is their choice to not do so and not finding the treasure is the consequence of their choice. </p><p></p><p>A better way to do this is to put the treasure in one fireplace and then add a clue or feature that may logically lead to the players wanting to investigate it. For example, describe a small pile of loose stone (debris from moving the brick) or describe one brick to be slightly uneven, or some other feature unique to this fireplace that may suggest further inspection. </p><p></p><p></p><p></p><p></p><p>If the document is integral to there being an adventure, I would just give the players the document at the beginning. I don't see the point of going through the motions.</p><p></p><p></p><p></p><p>Telegraphing threats is a good tool in the DM arsenal. However, I wouldn't just drop it into any room the party happens to visit. I would instead think about where this wizard lairs, and put the marks in a logical location. The room should be somewhere that can allow the players to be able to make an educated guess as far as where the wizard may be located. It should give them the ability to decide to avoid the area or go wizard hunting.</p><p></p><p></p><p></p><p>The main point to this is that if you want to just throw stuff in non-fixed locations, be careful to do so such that it does not invalidate player choices or eliminate consequences.</p><p></p><p>I recommend checking out this blog. It has a fantastic description and analysis of your proposals. Personally, I consider this blog to be required reading for anyone who wants to DM.</p><p></p><p>[URL unfurl="true"]http://hackslashmaster.blogspot.com/2011/09/on-how-illusion-can-rob-your-game-of.html[/URL]</p><p></p><p>[URL unfurl="true"]http://hackslashmaster.blogspot.com/p/index.html[/URL]</p></blockquote><p></p>
[QUOTE="Monayuris, post: 7895356, member: 6859536"] This does not actually reward exploration. It's not really a reward to be handed treasure through no actual effort. Exploration is rewarded when players make a choice and make a deduction that there may be something of value in the fireplaces. If the players decide not to search additional fireplaces, it is their choice to not do so and not finding the treasure is the consequence of their choice. A better way to do this is to put the treasure in one fireplace and then add a clue or feature that may logically lead to the players wanting to investigate it. For example, describe a small pile of loose stone (debris from moving the brick) or describe one brick to be slightly uneven, or some other feature unique to this fireplace that may suggest further inspection. If the document is integral to there being an adventure, I would just give the players the document at the beginning. I don't see the point of going through the motions. Telegraphing threats is a good tool in the DM arsenal. However, I wouldn't just drop it into any room the party happens to visit. I would instead think about where this wizard lairs, and put the marks in a logical location. The room should be somewhere that can allow the players to be able to make an educated guess as far as where the wizard may be located. It should give them the ability to decide to avoid the area or go wizard hunting. The main point to this is that if you want to just throw stuff in non-fixed locations, be careful to do so such that it does not invalidate player choices or eliminate consequences. I recommend checking out this blog. It has a fantastic description and analysis of your proposals. Personally, I consider this blog to be required reading for anyone who wants to DM. [URL unfurl="true"]http://hackslashmaster.blogspot.com/2011/09/on-how-illusion-can-rob-your-game-of.html[/URL] [URL unfurl="true"]http://hackslashmaster.blogspot.com/p/index.html[/URL] [/QUOTE]
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