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So, how do you keep'em from just 'porting away?
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<blockquote data-quote="I'm A Banana" data-source="post: 2506635" data-attributes="member: 2067"><p>One answer is "lower levels," though that's probably not very useful at this point. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>It seems that in creating an adventure like that, the tantamount thing is that the PC's constantly feel the pressure around them. Rather than ban teleport, I'd make heavy use of scrying and teleporting NPC's. If the character can't go buy a round of drinks at the local tavern without mysteriously robed monsters porting in and killing him (perhaps that have had their tongues cut out, making them incapable of explaining themselves). The idea of being constantly watched, knowing at any moment your life could be in danger, and knowing that there is no safe place to go, because there's no way of telling how you are being scried...</p><p></p><p>That's claustophobia and paranoia D&D style, AFAICT. Not trapping them, but finding out where they run to when they're trapped....</p><p></p><p></p><p></p><p>In mid-high level D&D, being "boxed in" doesn't happen very easily, just like being captured doesn't happen very easily in low-level D&D. And largely for the same reason. </p><p></p><p>Steered into danger is as easy as a lying, swindling NPC (though that trick only works once or twice before Zone of Truth comes into play). And when the PC's start using magic, it's time for the villains to start doing the same thing.</p><p></p><p>Heroes don't take wrong turns. They may be hunted. They may be suddenly encased in a Wall of Force, or subject to a Hold Person from an unknown source, but they won't stumble blindly into problems anymore. They can still be manipulated, just not randomly shunted off of their own plan.</p><p></p><p>The idea is to make it part of the plan. Or have NPC's use potent magic against the PC's (nothing's more fearful than knowing your enemies outclass you).</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 2506635, member: 2067"] One answer is "lower levels," though that's probably not very useful at this point. :) It seems that in creating an adventure like that, the tantamount thing is that the PC's constantly feel the pressure around them. Rather than ban teleport, I'd make heavy use of scrying and teleporting NPC's. If the character can't go buy a round of drinks at the local tavern without mysteriously robed monsters porting in and killing him (perhaps that have had their tongues cut out, making them incapable of explaining themselves). The idea of being constantly watched, knowing at any moment your life could be in danger, and knowing that there is no safe place to go, because there's no way of telling how you are being scried... That's claustophobia and paranoia D&D style, AFAICT. Not trapping them, but finding out where they run to when they're trapped.... In mid-high level D&D, being "boxed in" doesn't happen very easily, just like being captured doesn't happen very easily in low-level D&D. And largely for the same reason. Steered into danger is as easy as a lying, swindling NPC (though that trick only works once or twice before Zone of Truth comes into play). And when the PC's start using magic, it's time for the villains to start doing the same thing. Heroes don't take wrong turns. They may be hunted. They may be suddenly encased in a Wall of Force, or subject to a Hold Person from an unknown source, but they won't stumble blindly into problems anymore. They can still be manipulated, just not randomly shunted off of their own plan. The idea is to make it part of the plan. Or have NPC's use potent magic against the PC's (nothing's more fearful than knowing your enemies outclass you). [/QUOTE]
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So, how do you keep'em from just 'porting away?
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