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<blockquote data-quote="Dioltach" data-source="post: 5792797" data-attributes="member: 21843"><p>I think it's good to add a malignant dimension to surroundings; if I recall correctly one of the 3.5E books had an entry for a genius loci. And I'm pretty sure that most people have been somewhere that just felt unfriendly. (My mother grew up in Lancashire in the forties and fifties, near Pendle Hill, and she says it was commonly accepted that the Hill actively disliked intruders.)</p><p></p><p>That said, I think that hostile nature can easily become overused. Most players prefer some variety -- monsters, traps, not just endlessly hostile environments. Also, different adventures call for different settings: natural caves, underground complexes, ruined towers. And these different settings, with their different monsters and challenges, make it easier for the DM to hold the players' interest.</p><p></p><p>Of course, now that you've brought it up, I'm itching to throw my players into a dungeon where the very walls seem to threaten them. Nothing like a bit of paranoia to keep the players on their toes ...</p></blockquote><p></p>
[QUOTE="Dioltach, post: 5792797, member: 21843"] I think it's good to add a malignant dimension to surroundings; if I recall correctly one of the 3.5E books had an entry for a genius loci. And I'm pretty sure that most people have been somewhere that just felt unfriendly. (My mother grew up in Lancashire in the forties and fifties, near Pendle Hill, and she says it was commonly accepted that the Hill actively disliked intruders.) That said, I think that hostile nature can easily become overused. Most players prefer some variety -- monsters, traps, not just endlessly hostile environments. Also, different adventures call for different settings: natural caves, underground complexes, ruined towers. And these different settings, with their different monsters and challenges, make it easier for the DM to hold the players' interest. Of course, now that you've brought it up, I'm itching to throw my players into a dungeon where the very walls seem to threaten them. Nothing like a bit of paranoia to keep the players on their toes ... [/QUOTE]
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