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General Tabletop Discussion
*Dungeons & Dragons
No Fixed Location -- dynamically rearranging items, monsters, and other game elements in the interests of storytelling
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<blockquote data-quote="MatthewJHanson" data-source="post: 7895423" data-attributes="member: 13968"><p>I'd say I do something similar, but instead of saying things have no fixed location, I try to reward PCs with clues based on the actions they take.</p><p></p><p>If information is critical to the adventure, I make sure they know it, usually by having an NPC just tell them. (i.e. there's a dragon living in that swamp we want you to slay please)</p><p></p><p>I also have in my notes a bunch of information that might be useful. In the case of the above dragon adventure, the dragon had subjugated most of the local lizard folk population, but some where resisting with guerilla tactics. </p><p></p><p>One of the PCs successfully scried on the dragon, so had them see a conversation between the dragon and one of its minions about their need to crush the rebels. Did I have the dragon's schedule worked out ahead of time? Of course not. Is it convenient that they happened to talk about that for the 10 minutes the spell was active? Yes, but I wanted to reward my player for investing a high-level spell rather than just saying, "The dragon sits and counts its money for 10 minutes.</p><p></p><p>So I think it's more a matter of asking yourself "what might something useful that the PCs discover as a result of the choices they make" rather than having a document that you want them to find that pops up regardless of where they look.</p></blockquote><p></p>
[QUOTE="MatthewJHanson, post: 7895423, member: 13968"] I'd say I do something similar, but instead of saying things have no fixed location, I try to reward PCs with clues based on the actions they take. If information is critical to the adventure, I make sure they know it, usually by having an NPC just tell them. (i.e. there's a dragon living in that swamp we want you to slay please) I also have in my notes a bunch of information that might be useful. In the case of the above dragon adventure, the dragon had subjugated most of the local lizard folk population, but some where resisting with guerilla tactics. One of the PCs successfully scried on the dragon, so had them see a conversation between the dragon and one of its minions about their need to crush the rebels. Did I have the dragon's schedule worked out ahead of time? Of course not. Is it convenient that they happened to talk about that for the 10 minutes the spell was active? Yes, but I wanted to reward my player for investing a high-level spell rather than just saying, "The dragon sits and counts its money for 10 minutes. So I think it's more a matter of asking yourself "what might something useful that the PCs discover as a result of the choices they make" rather than having a document that you want them to find that pops up regardless of where they look. [/QUOTE]
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