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Sandbox style: How to handle challenge levels
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<blockquote data-quote="Stormborn" data-source="post: 3682327" data-attributes="member: 14041"><p>Start by telling them the nature of the world. That there are places they can go that will be not only dangerous, but almost instantly deadly for them but that you will try and warn them ahead of time in game. </p><p></p><p>Clear definitions of the world around them help. For example: "Those are the Dragon Spike Mountains. For the last 100 years a huge red dragon has been seen coming and going from the peaks. During that time other draconic creatures have been seen. No one sets foot within 100 miles of that peak and returns." Information that every farmer and inn keeper in the area would know and should indicate to players that its not safe to venture there until at least the teens - if not later.</p><p></p><p>Appropriate Knowledge checks, made by the DM if neccesary for the PCs when they start discussing a region or head that way can indicate things like "You recall that your former master told you of a friend of his, a powerful memeber of the order, who went to investigate that area and barely survived with tales of horrific creatures like..." Or Gather Information checks that represent rumors heard over a week or month could inidcate "The Captain of the Order of Paladin's killed a giant monster in the sewers a few weeks ago, but lost his lieutenant and 3 full ranked members in the process."</p><p></p><p>A friendly NPC diviner comes up and says "The path you are on will only lead to your destruction if you walk it now, but if you wait to the right time you may be victorious."</p><p>Or the village mad man runs up and starts babelling things about monsters that the towns people wouldnt know were real, but the PCs (or even the players) might. </p><p></p><p>Physical clues such as giant weapons, foor prints, refugees, burned out fortresses, etc should also give the PCs the idea that an area might be too dangerous. </p><p>Call for Intelligence or Wisdom checks when all else fails and say "everything you have heard indicates going that way would be a bad idea."</p><p></p><p></p><p></p><p>Or if a Player ever asks "Is this area to dangerous for us" say something like "From what you know you would suspect so."</p><p></p><p>Never tell them what to do or where to go, but give them every available opportunity to choose otherwise.</p></blockquote><p></p>
[QUOTE="Stormborn, post: 3682327, member: 14041"] Start by telling them the nature of the world. That there are places they can go that will be not only dangerous, but almost instantly deadly for them but that you will try and warn them ahead of time in game. Clear definitions of the world around them help. For example: "Those are the Dragon Spike Mountains. For the last 100 years a huge red dragon has been seen coming and going from the peaks. During that time other draconic creatures have been seen. No one sets foot within 100 miles of that peak and returns." Information that every farmer and inn keeper in the area would know and should indicate to players that its not safe to venture there until at least the teens - if not later. Appropriate Knowledge checks, made by the DM if neccesary for the PCs when they start discussing a region or head that way can indicate things like "You recall that your former master told you of a friend of his, a powerful memeber of the order, who went to investigate that area and barely survived with tales of horrific creatures like..." Or Gather Information checks that represent rumors heard over a week or month could inidcate "The Captain of the Order of Paladin's killed a giant monster in the sewers a few weeks ago, but lost his lieutenant and 3 full ranked members in the process." A friendly NPC diviner comes up and says "The path you are on will only lead to your destruction if you walk it now, but if you wait to the right time you may be victorious." Or the village mad man runs up and starts babelling things about monsters that the towns people wouldnt know were real, but the PCs (or even the players) might. Physical clues such as giant weapons, foor prints, refugees, burned out fortresses, etc should also give the PCs the idea that an area might be too dangerous. Call for Intelligence or Wisdom checks when all else fails and say "everything you have heard indicates going that way would be a bad idea." Or if a Player ever asks "Is this area to dangerous for us" say something like "From what you know you would suspect so." Never tell them what to do or where to go, but give them every available opportunity to choose otherwise. [/QUOTE]
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