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Orcs on Stairs (When Adventures Are Incomplete)
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<blockquote data-quote="Dausuul" data-source="post: 8619321" data-attributes="member: 58197"><p>The point of drawing maps and leaving blanks is a) to save yourself work and b) to leave space to introduce new story elements.</p><p></p><p>Neither one applies here. In the amount of space required to write "A fall would probably be fatal," you could just as easily write "The drop is 500 feet." And if you're trying to leave room for new story elements, a cliff of unknown height offers about the least scope of any "blank" I can imagine.</p><p></p><p>Furthermore, by introducing opponents with weapons designed to knock PCs off the ledge, the author is making it likely that the distance <em>will</em> need to be specified, and therefore the author should do it. Writing a module means you can't simply wait to see if it becomes relevant in the game, because you aren't the one running the game--it is your job, for which you are (theoretically) being paid, to put some thought into anticipating these things.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 8619321, member: 58197"] The point of drawing maps and leaving blanks is a) to save yourself work and b) to leave space to introduce new story elements. Neither one applies here. In the amount of space required to write "A fall would probably be fatal," you could just as easily write "The drop is 500 feet." And if you're trying to leave room for new story elements, a cliff of unknown height offers about the least scope of any "blank" I can imagine. Furthermore, by introducing opponents with weapons designed to knock PCs off the ledge, the author is making it likely that the distance [I]will[/I] need to be specified, and therefore the author should do it. Writing a module means you can't simply wait to see if it becomes relevant in the game, because you aren't the one running the game--it is your job, for which you are (theoretically) being paid, to put some thought into anticipating these things. [/QUOTE]
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