A lot of plots in the genre of high adventure involve characters getting boxed-in or steered into danger. How do you make escape a goal, how do you make players feel hounded and claustrophobic, when players can just go "poof" the first moment they have to huddle together and leave any dire situation miles away?
This is the sort of thing that I'm hoping Heroes of Horror will cover, although after the way they covered war in Heroes of Battle doesn't fill me with hope (since their advice was basically "screw the whole war thing, treat it like an outdoors dungeon"). How do other DM's handle it? Are there any good sources to consult on the topic?
This is the sort of thing that I'm hoping Heroes of Horror will cover, although after the way they covered war in Heroes of Battle doesn't fill me with hope (since their advice was basically "screw the whole war thing, treat it like an outdoors dungeon"). How do other DM's handle it? Are there any good sources to consult on the topic?