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General Tabletop Discussion
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Porting of the Tele kind
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<blockquote data-quote="Telperion" data-source="post: 1407949" data-attributes="member: 15711"><p>Well, the plot usually has something to do with keeping characters in a certain area. Outside of that law, religion, government and military are your friends of the day <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> .</p><p></p><p>In high-fantasy settings it is not an improbable idea to have an artifact that either straight-out prevents Teleportation spells from working in a certain area, or detects all Teleportation spells and then notifies the appropriate people of the event. These are the two obvious options.</p><p></p><p>Then we go into the nastier stuff, that a DM can use. These include persecuting the (possibly) innocent players for witchcraft, using superstitious mobs, outlawing certain types of magics, restricting the availability of certain material components (or other necessary resources involved) and that sort of thing. You want to be careful with this sort of thing, but it is one of the most compelling reasons why my players seldom teleport into unknown kingdoms or areas that they don't know about. <em>Teleport, Greater</em>, <em>Teleportation Circle</em> and the all-mighty <em>Gate</em> are some of the most useful spells in the game after you hit high levels, as far as transportation goes anyway. </p><p></p><p>You might want to drop little clues as to where certain magics might not be appropriate. If you don't you'll just anger your players and no one really wants that. On the other hand: if you players really don't care about local politics, beliefs, culture or any of that stuff, then why should you help them out whenever they run into a problem with such topics? After a couple of close encounters they should start paying attention.</p></blockquote><p></p>
[QUOTE="Telperion, post: 1407949, member: 15711"] Well, the plot usually has something to do with keeping characters in a certain area. Outside of that law, religion, government and military are your friends of the day :) . In high-fantasy settings it is not an improbable idea to have an artifact that either straight-out prevents Teleportation spells from working in a certain area, or detects all Teleportation spells and then notifies the appropriate people of the event. These are the two obvious options. Then we go into the nastier stuff, that a DM can use. These include persecuting the (possibly) innocent players for witchcraft, using superstitious mobs, outlawing certain types of magics, restricting the availability of certain material components (or other necessary resources involved) and that sort of thing. You want to be careful with this sort of thing, but it is one of the most compelling reasons why my players seldom teleport into unknown kingdoms or areas that they don't know about. [I]Teleport, Greater[/I], [I]Teleportation Circle[/I] and the all-mighty [I]Gate[/I] are some of the most useful spells in the game after you hit high levels, as far as transportation goes anyway. You might want to drop little clues as to where certain magics might not be appropriate. If you don't you'll just anger your players and no one really wants that. On the other hand: if you players really don't care about local politics, beliefs, culture or any of that stuff, then why should you help them out whenever they run into a problem with such topics? After a couple of close encounters they should start paying attention. [/QUOTE]
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