LostSoul
Adventurer
Felon said: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?
How do other DM's handle it? Are there any good sources to consult on the topic?
I banned teleport.

In my homebrew world, it didn't fit, so I got rid of it. There were no problems caused there; it's a simple spell that nothing else relies upon (except adventure design). I did it so I wouldn't have to deal with the fact that NPCs enemies, who could kill the PCs using scry-buff-teleport, did nothing but sit in their lairs and plot evilness over cold goblin brains with their evil fiend friends.
Now, if I were to have a game that used teleport...
I guess I would have the NPCs figure out where the PCs are going all the time. Then I would lure them out of their home. I'd send some flunkies into their home, and then attack the PCs, and when they teleport back home they find themselves caught in the many strands of my evil web.
So the players would think, "oh crap, they got their dirty evil hands all over my bed. Guess this place isn't safe to bed down in any more."
I'd have the NPCs use Sendings to taunt the PCs with. (Although in 3.5 that might be a problem?) I'd trick them into taking an amulet of detection (or whatever it's called). Send an animal messenger or a whispering wind. Little stuff like that might freak them out.
I guess I would take away a safe place for the PCs to land (or locating such a place a goal) by having NPCs assault it, and I'd make the NPC's reach so long that the PCs can't go anywhere without falling under its influence.
Hope that was of some use.
Do you have any specific information about your current situation? Might be fun to try and figure out how to hound and harrass PCs, even if they aren't my own.
