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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="Charlaquin" data-source="post: 7907108" data-attributes="member: 6779196"><p>Ahh, ok. Perhaps I was being too vague. Let me be more specific. In a scenario I'm currently working on, the players are looking for a character who has been abducted. I have placed three clues that point to the abductee's location: a trail of beads from the abductee's necklace, some witnesses to the abduction, and the city guard who have eyes on the location the abductee was taken to. There are also internal clues pointing between these three fixed elements. But, I recognize that there is every possibility my players will still get stuck, so I have a proactive clue: the gang who abducted the character is running counter-intelligence, and as the PCs ask questions about the abduction, there is an increasing chance that the gang will catch onto them and send a response team to coerce the PCs into stopping asking questions. This response team is deliberately an easy encounter, and I have it noted that the thugs will retreat to the location where they are keeping the abductee if it looks like the PCs are going to kill them. This way, the longer my players wander about, the more likely they are for this proactive clue to come to them. However, this proactive element will be a greater drain on the players' resources than simply following the fixed clues would be, because they have to fight a response team for it.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7907108, member: 6779196"] Ahh, ok. Perhaps I was being too vague. Let me be more specific. In a scenario I'm currently working on, the players are looking for a character who has been abducted. I have placed three clues that point to the abductee's location: a trail of beads from the abductee's necklace, some witnesses to the abduction, and the city guard who have eyes on the location the abductee was taken to. There are also internal clues pointing between these three fixed elements. But, I recognize that there is every possibility my players will still get stuck, so I have a proactive clue: the gang who abducted the character is running counter-intelligence, and as the PCs ask questions about the abduction, there is an increasing chance that the gang will catch onto them and send a response team to coerce the PCs into stopping asking questions. This response team is deliberately an easy encounter, and I have it noted that the thugs will retreat to the location where they are keeping the abductee if it looks like the PCs are going to kill them. This way, the longer my players wander about, the more likely they are for this proactive clue to come to them. However, this proactive element will be a greater drain on the players' resources than simply following the fixed clues would be, because they have to fight a response team for it. [/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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