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Story Hour
Scorch's Story Hour AKA The Endhome Six (updated 6/18/04)
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<blockquote data-quote="Destan" data-source="post: 1455117" data-attributes="member: 12157"><p>You know - that's a darned tootin' good point. And I think it's one easily overlooked by many DM's, irrespective of their 'rustiness'. Kudos to Scorch for nailing it.</p><p></p><p>With regard to encounters, especially random ones, I've always been a fan of: [1] Where did they (the bad guys) come from? and [2] Where were they going?</p><p></p><p>In other words, if the PC's defeat a band of something-or-others, then the PC's should be able to track said something-or-others back to their lair. What's in the lair? Surely not all the something-or-others were warriors? Do they have mates, young, livestock? Why were those baddies in the area in the first place? Where were they going, and what did they hope to achieve?</p><p></p><p>Granted, sometimes a random encounter should just be addressed in the "here and now" sense - the PC's meet and defeat the encounter and that's it.</p><p></p><p>On this whole line of thought, I've also always been of a fan of dungeons with water sources, latrines/privys, food sources, etc. The Rappan Athuk modules by Necromancer, to use one example, have wonderful maps, and really <em>do</em> have that so-called '1st edition feel' - but the '1st edition feel' in this case means monsters living next to one another in a wholly nonsensical fashion. </p><p></p><p>Some PC groups don't mind this flawed dyanmic - their PC's could kick down one door, kill a demon, then kick down the next and kill four ogres, then kick down the next and kill a hippogriff, then kick...blah blah blah. </p><p></p><p>But it bugs me.</p><p></p><p>Ok, enough whining from me. Glad to see the Meepites extending outward like locusts!</p><p></p><p>The Notorious D</p></blockquote><p></p>
[QUOTE="Destan, post: 1455117, member: 12157"] You know - that's a darned tootin' good point. And I think it's one easily overlooked by many DM's, irrespective of their 'rustiness'. Kudos to Scorch for nailing it. With regard to encounters, especially random ones, I've always been a fan of: [1] Where did they (the bad guys) come from? and [2] Where were they going? In other words, if the PC's defeat a band of something-or-others, then the PC's should be able to track said something-or-others back to their lair. What's in the lair? Surely not all the something-or-others were warriors? Do they have mates, young, livestock? Why were those baddies in the area in the first place? Where were they going, and what did they hope to achieve? Granted, sometimes a random encounter should just be addressed in the "here and now" sense - the PC's meet and defeat the encounter and that's it. On this whole line of thought, I've also always been of a fan of dungeons with water sources, latrines/privys, food sources, etc. The Rappan Athuk modules by Necromancer, to use one example, have wonderful maps, and really [i]do[/i] have that so-called '1st edition feel' - but the '1st edition feel' in this case means monsters living next to one another in a wholly nonsensical fashion. Some PC groups don't mind this flawed dyanmic - their PC's could kick down one door, kill a demon, then kick down the next and kill four ogres, then kick down the next and kill a hippogriff, then kick...blah blah blah. But it bugs me. Ok, enough whining from me. Glad to see the Meepites extending outward like locusts! The Notorious D [/QUOTE]
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Scorch's Story Hour AKA The Endhome Six (updated 6/18/04)
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