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Running an Intrigue Game in 5th
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<blockquote data-quote="Minigiant" data-source="post: 6478301" data-attributes="member: 63508"><p>Imagine an elegant ball where one third of the guests are fiends, fey, celestials, and undead in disguise, one third of the guests are mortals know know this, and the last third who don't.</p><p></p><p>To me, the key is believability of countermeasures. If you run into a mindblanked or uncharmable ambassador, you know he is used to it and might have some dangerous friends. The head of the King's Elite rangers might have nondetection on him 24/7 while in the capital and his presence mean you have to be very careful that he is not hiding someplace. In a high magic setting, apprentice mages might make money spamming low level divination and abjurations before meeting.</p><p></p><p>PCs in my game are careful to have discussions in areas they've swept for bugs or speaking in code/cant.</p></blockquote><p></p>
[QUOTE="Minigiant, post: 6478301, member: 63508"] Imagine an elegant ball where one third of the guests are fiends, fey, celestials, and undead in disguise, one third of the guests are mortals know know this, and the last third who don't. To me, the key is believability of countermeasures. If you run into a mindblanked or uncharmable ambassador, you know he is used to it and might have some dangerous friends. The head of the King's Elite rangers might have nondetection on him 24/7 while in the capital and his presence mean you have to be very careful that he is not hiding someplace. In a high magic setting, apprentice mages might make money spamming low level divination and abjurations before meeting. PCs in my game are careful to have discussions in areas they've swept for bugs or speaking in code/cant. [/QUOTE]
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Running an Intrigue Game in 5th
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