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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="Shiroiken" data-source="post: 7895861" data-attributes="member: 6775477"><p>Really this is an issue in adventure design, because a well done adventure doesn't need editing on the fly. If you find yourself wanting to edit on the fly, you might want to re-evaluate you adventure design. If you're running official adventures... be ready to edit on the fly regularly (they're often not complete).</p><p></p><p>Two solutions: either split up the treasure into several fireplaces (if they miss some, that's their fault) or give clues. If the treasure needs to be in one place, then leave a scrap of paper from a diary, scratches on the stones, or even missing stones nearby indicating that something is wrong with the fireplace. If the player's miss it, it's on them.</p><p></p><p>Adventure design should NEVER be left to chance, unless success is completely optional. If the party MUST find the scroll, then you leave it in the culmination of the adventure location, such as with the BBEG. This is the one place the party must go to, and thus they have to find it. If they find it early, it might also end the adventure early, since they may feel the need to respond to the information immediately.</p><p></p><p>If you want to give warning to the PCs in advance, they should hear about it in town beforehand. Once they're in the dungeon, it's probably too late to prepare, unless you also give them a safe place they can long rest. If you do, then indications should already be in the adventure, with various soot marks and burnt material scattered throughout.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 7895861, member: 6775477"] Really this is an issue in adventure design, because a well done adventure doesn't need editing on the fly. If you find yourself wanting to edit on the fly, you might want to re-evaluate you adventure design. If you're running official adventures... be ready to edit on the fly regularly (they're often not complete). Two solutions: either split up the treasure into several fireplaces (if they miss some, that's their fault) or give clues. If the treasure needs to be in one place, then leave a scrap of paper from a diary, scratches on the stones, or even missing stones nearby indicating that something is wrong with the fireplace. If the player's miss it, it's on them. Adventure design should NEVER be left to chance, unless success is completely optional. If the party MUST find the scroll, then you leave it in the culmination of the adventure location, such as with the BBEG. This is the one place the party must go to, and thus they have to find it. If they find it early, it might also end the adventure early, since they may feel the need to respond to the information immediately. If you want to give warning to the PCs in advance, they should hear about it in town beforehand. Once they're in the dungeon, it's probably too late to prepare, unless you also give them a safe place they can long rest. If you do, then indications should already be in the adventure, with various soot marks and burnt material scattered throughout. [/QUOTE]
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No Fixed Location -- dynamically rearranging items, monsters, and other game elements in the interests of storytelling
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