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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="Enrahim" data-source="post: 9703724" data-attributes="member: 7025577"><p>The easiest to describe is the kind of game where I run a third party module. Then I do not set up any conflicts or threat myself, I relly exclusively on the ones provided in the module. Common practice for this play style is to tweak and personalise the module to the characters. I hence make <em>very</em> sure to inform my players that I am doing <em>no such things</em> when running that module for them. Running a module has also always been a decission based on player wishes. (Edit: what I do though is to be more lentinent than than the module might assume in <em>how</em> the characters can engage with the threat and conflict it sets up)</p><p></p><p>In my most succefull homebrew it was seemingly relatively unique. I here used a variety of techniques, but the bread and butter was to look at where the characters were going, and try to think of something interesting that could be found there.</p><p></p><p>An example sequence of such were: they had found they wanted to enter a castle trough it's sever system. I decided it would make sense it did not use the general sever system, as that made sense from a defence perspective. So they gathered information to find there was a sea cave nearby where castle waste were likely to come out.</p><p></p><p>So they went to the cave; i thought of something interesting that could be in a sea cave mouth, and came up with some frog people. The players then wondered about the religious habbits of these creatures. I went with the first that came to mind which they were able to neatly exploit.</p><p></p><p>Then while traveling up the cave river I thought it would make sense to introduce some green slimy stuff consuming organic material. I had no idea if or how they would be able to get to the other side of this. They did admirably.</p><p></p><p>Once they entered the castle, I decided they would find the presumed regent had died, and that their underage heir had keept this info from the people. This came to me at an inspired moment when it struck me that this was a ploy that would make some of the previous issues the players had observed actually make more sense.</p><p></p><p>So absolutely nothing minding the party composition at all, but rich situations a proactive group can easily engage with.</p></blockquote><p></p>
[QUOTE="Enrahim, post: 9703724, member: 7025577"] The easiest to describe is the kind of game where I run a third party module. Then I do not set up any conflicts or threat myself, I relly exclusively on the ones provided in the module. Common practice for this play style is to tweak and personalise the module to the characters. I hence make [I]very[/I] sure to inform my players that I am doing [I]no such things[/I] when running that module for them. Running a module has also always been a decission based on player wishes. (Edit: what I do though is to be more lentinent than than the module might assume in [I]how[/I] the characters can engage with the threat and conflict it sets up) In my most succefull homebrew it was seemingly relatively unique. I here used a variety of techniques, but the bread and butter was to look at where the characters were going, and try to think of something interesting that could be found there. An example sequence of such were: they had found they wanted to enter a castle trough it's sever system. I decided it would make sense it did not use the general sever system, as that made sense from a defence perspective. So they gathered information to find there was a sea cave nearby where castle waste were likely to come out. So they went to the cave; i thought of something interesting that could be in a sea cave mouth, and came up with some frog people. The players then wondered about the religious habbits of these creatures. I went with the first that came to mind which they were able to neatly exploit. Then while traveling up the cave river I thought it would make sense to introduce some green slimy stuff consuming organic material. I had no idea if or how they would be able to get to the other side of this. They did admirably. Once they entered the castle, I decided they would find the presumed regent had died, and that their underage heir had keept this info from the people. This came to me at an inspired moment when it struck me that this was a ploy that would make some of the previous issues the players had observed actually make more sense. So absolutely nothing minding the party composition at all, but rich situations a proactive group can easily engage with. [/QUOTE]
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[rant]The conservatism of D&D fans is exhausting.
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