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Rodney Thompson: Non-Combat Encounters
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<blockquote data-quote="Vyvyan Basterd" data-source="post: 4112507" data-attributes="member: 4892"><p>I agree with Wormwood and to add my own take:</p><p></p><p>I doubt the player even invented it in the DDXP adventure. I doubt they said "I use my History skill to find the sewers so I can escape."</p><p></p><p>It was probably a more generic, "With my History skill can I think of any old, forgotten tunnels used by past invaders or underground groups that I might be able to use to escape the guards?" The DM created the sewers. (Does that help DMs that want to keep all levels of minutiae to themselves when it comes to world-building?)</p><p></p><p>A good D&D literature example comes from the first Dragonlance Trilogy. The Qualinesti elves used their knowledge of history to remember an ancient path, the Sla-Mori, to gain secret access to the mines.</p><p></p><p>In 4E instead of only putting these kinds of resources at the hands of NPCs to point out a possible path, now the players have a more active role in forming the world and the story. This gives them a vested interested, which will keep them more engaged, which will keep them coming back for more.</p></blockquote><p></p>
[QUOTE="Vyvyan Basterd, post: 4112507, member: 4892"] I agree with Wormwood and to add my own take: I doubt the player even invented it in the DDXP adventure. I doubt they said "I use my History skill to find the sewers so I can escape." It was probably a more generic, "With my History skill can I think of any old, forgotten tunnels used by past invaders or underground groups that I might be able to use to escape the guards?" The DM created the sewers. (Does that help DMs that want to keep all levels of minutiae to themselves when it comes to world-building?) A good D&D literature example comes from the first Dragonlance Trilogy. The Qualinesti elves used their knowledge of history to remember an ancient path, the Sla-Mori, to gain secret access to the mines. In 4E instead of only putting these kinds of resources at the hands of NPCs to point out a possible path, now the players have a more active role in forming the world and the story. This gives them a vested interested, which will keep them more engaged, which will keep them coming back for more. [/QUOTE]
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Rodney Thompson: Non-Combat Encounters
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