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Guest 6801328
Guest
Yeah, anyway, getting back to the theme of this thread.
I think you can use the Groundhog Day idea and still have genuine consequences. Maybe there can be hints that the number of attempts matters for some reason, e.g. each attempt starts at sunrise the next day, and each day that passes the final boss (at whom they will get one try) gets stronger, or the treasure less, or another villager eaten, or whatever.
Or just that if they can't crack it in one play session they will wake up in their beds at the start of the next session, and any chance at the loot will be gone forever.
I wouldn't use this stunt to save a campaign from TPK, and I wouldn't run every session this way, but an intentionally designed Groundhog Day dungeon (not Tomb of Horrors, most likely) could be refreshingly novel for veteran gamers.
(For those of you played WoW, weekly ZA "Bear Runs" with my guild during TBC was one of my favorite activities ever in that game. Kind of reminds me of this.)
I think you can use the Groundhog Day idea and still have genuine consequences. Maybe there can be hints that the number of attempts matters for some reason, e.g. each attempt starts at sunrise the next day, and each day that passes the final boss (at whom they will get one try) gets stronger, or the treasure less, or another villager eaten, or whatever.
Or just that if they can't crack it in one play session they will wake up in their beds at the start of the next session, and any chance at the loot will be gone forever.
I wouldn't use this stunt to save a campaign from TPK, and I wouldn't run every session this way, but an intentionally designed Groundhog Day dungeon (not Tomb of Horrors, most likely) could be refreshingly novel for veteran gamers.
(For those of you played WoW, weekly ZA "Bear Runs" with my guild during TBC was one of my favorite activities ever in that game. Kind of reminds me of this.)