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Rule of Three 2/28
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<blockquote data-quote="tlantl" data-source="post: 5837225" data-attributes="member: 55225"><p>I don't have a problem if the players choose this route. I have a couple of strong willed players who usually set the pace. Sometimes I have hard time keeping up. Most of the time the group is in travel mode heading to the next pile of treasure. </p><p></p><p>I don't like epic anything in my campaigns. There are no world changing events that only the heroes can prevent. In a world where there are leveled player characters there are leveled npcs too. Only a few are in opposition to the players, the rest just live and work there.</p><p></p><p>If the group finds themselves in a situation where their presence has triggered a response and the group leaves to rest, things become more interesting. If they breach a complex looking for something then leave, the next trip in will not be as easy or their objective will be gone. </p><p></p><p>Nothing in my world is suicidal, if they are out numbered or badly bloodied they run. If they are defending their homes and families they sacrifice themselves for them if there is no other recourse. A party leaving to rest has given up their advantage and now the monsters can flee, fortify, or follow them.</p></blockquote><p></p>
[QUOTE="tlantl, post: 5837225, member: 55225"] I don't have a problem if the players choose this route. I have a couple of strong willed players who usually set the pace. Sometimes I have hard time keeping up. Most of the time the group is in travel mode heading to the next pile of treasure. I don't like epic anything in my campaigns. There are no world changing events that only the heroes can prevent. In a world where there are leveled player characters there are leveled npcs too. Only a few are in opposition to the players, the rest just live and work there. If the group finds themselves in a situation where their presence has triggered a response and the group leaves to rest, things become more interesting. If they breach a complex looking for something then leave, the next trip in will not be as easy or their objective will be gone. Nothing in my world is suicidal, if they are out numbered or badly bloodied they run. If they are defending their homes and families they sacrifice themselves for them if there is no other recourse. A party leaving to rest has given up their advantage and now the monsters can flee, fortify, or follow them. [/QUOTE]
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