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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="Don Durito" data-source="post: 7907100" data-attributes="member: 6687260"><p>I don't know...but let's see.</p><p></p><p>First, a treasure room is hard to move around. Usually, it can only be in one place because the design of a building or the like is going to put it in the most secure place - so usually it's unusual that you can move it.</p><p></p><p>But let's say that for some reason it occurs to you that the PCs are in a perfectly logical place where you could move the treasure room to. Perhaps you have the bad guys treasure room in one place and their empty dungeon cell in another, and both are in similarly secure locations, (Maybe even symetrically opposite positions). It's getting late after a session with several difficult combats and you know you have to end the session.</p><p>You realise that you could have the session end with the discovery of an empty dungeon cell - or you could end the session with the discovery of the treasure room. "What did we find? Is there any magic loot?"</p><p>"Find out next week."</p><p></p><p>Wouldn't the latter make for a better end to the session?</p><p></p><p>Personally I tend to allow myself flexibility by building in redundancy to move certain things around, if I haven't built in that redundancy than I'm much less likely to do it. I move things that have been carefully designed to be moved without messing with the integrity of the world. I don't really see it as being all that different to random encounters. If 1d4 skeletons can appear <em>randomly</em>, why can't a room with 1d4 skeletons be swapped in for any one of 4 empty rooms in a dungeon?</p></blockquote><p></p>
[QUOTE="Don Durito, post: 7907100, member: 6687260"] I don't know...but let's see. First, a treasure room is hard to move around. Usually, it can only be in one place because the design of a building or the like is going to put it in the most secure place - so usually it's unusual that you can move it. But let's say that for some reason it occurs to you that the PCs are in a perfectly logical place where you could move the treasure room to. Perhaps you have the bad guys treasure room in one place and their empty dungeon cell in another, and both are in similarly secure locations, (Maybe even symetrically opposite positions). It's getting late after a session with several difficult combats and you know you have to end the session. You realise that you could have the session end with the discovery of an empty dungeon cell - or you could end the session with the discovery of the treasure room. "What did we find? Is there any magic loot?" "Find out next week." Wouldn't the latter make for a better end to the session? Personally I tend to allow myself flexibility by building in redundancy to move certain things around, if I haven't built in that redundancy than I'm much less likely to do it. I move things that have been carefully designed to be moved without messing with the integrity of the world. I don't really see it as being all that different to random encounters. If 1d4 skeletons can appear [I]randomly[/I], why can't a room with 1d4 skeletons be swapped in for any one of 4 empty rooms in a dungeon? [/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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