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One Thousand Ways to Freak Out Your Players
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<blockquote data-quote="Oracular Vision" data-source="post: 208315" data-attributes="member: 2265"><p>56. One I read here recently, talk about the dozen or so literary sources you used to make the adventure, when all you really did was copy out some monster manual stat blocks and put them in a town...</p><p></p><p>57. Give one player each new town they enter a girlfriend. Make the girlfriend want things from them, need money for a new cow, etc. Sometimes the new girlfriend is actually something else, a succubus, or a rogue who really wants all their stuff, or is just a barmaid who wants to get in on the good thing of rich adventurers. The party will eventually laugh at the misfortune of the victim, and they will all run from all women encountered. This gets to be really funny as a running gag, so to speak.</p><p></p><p>58. Every time you reach for a monster miniature, say, "I barely got this lich painted in time..."</p><p></p><p>59. Let them buy magic out the wazoo, then send them to a suppressed magic zone...</p><p></p><p>60. Keep a running total of all the bad guys they never got around to finishing off, and have them join together to eliminate the party. My party can't even go back to where they started, as there are hundreds of enemies there waiting....</p><p></p><p>61. Let them pick all the broken Prestige Classes they want, then make it impossible for them to find any other members of that class to advance...</p><p></p><p>62. Give them lethal enemies and restrict their ability to heal by making the gods unavailable...</p><p></p><p>63. Build a huge dungeon but make a simple back-door way in to where the bad guy/artifact/treasure is, that could have been found with just a few minutes of searching...</p><p></p><p>64. Here's my latest plan - make a blue shimmering curtain of energy be between every hallway and door, and make it chime when it is crossed...they are sure something is coming...</p><p></p><p>65. Put traps everywhere for no good reason, but leave the actual way to the treasure unguarded.</p><p></p><p>Too easy to make these really...</p></blockquote><p></p>
[QUOTE="Oracular Vision, post: 208315, member: 2265"] 56. One I read here recently, talk about the dozen or so literary sources you used to make the adventure, when all you really did was copy out some monster manual stat blocks and put them in a town... 57. Give one player each new town they enter a girlfriend. Make the girlfriend want things from them, need money for a new cow, etc. Sometimes the new girlfriend is actually something else, a succubus, or a rogue who really wants all their stuff, or is just a barmaid who wants to get in on the good thing of rich adventurers. The party will eventually laugh at the misfortune of the victim, and they will all run from all women encountered. This gets to be really funny as a running gag, so to speak. 58. Every time you reach for a monster miniature, say, "I barely got this lich painted in time..." 59. Let them buy magic out the wazoo, then send them to a suppressed magic zone... 60. Keep a running total of all the bad guys they never got around to finishing off, and have them join together to eliminate the party. My party can't even go back to where they started, as there are hundreds of enemies there waiting.... 61. Let them pick all the broken Prestige Classes they want, then make it impossible for them to find any other members of that class to advance... 62. Give them lethal enemies and restrict their ability to heal by making the gods unavailable... 63. Build a huge dungeon but make a simple back-door way in to where the bad guy/artifact/treasure is, that could have been found with just a few minutes of searching... 64. Here's my latest plan - make a blue shimmering curtain of energy be between every hallway and door, and make it chime when it is crossed...they are sure something is coming... 65. Put traps everywhere for no good reason, but leave the actual way to the treasure unguarded. Too easy to make these really... [/QUOTE]
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