Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
So, how do you keep'em from just 'porting away?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="ThirdWizard" data-source="post: 2507667" data-attributes="member: 12037"><p>Since we're apparently dropping the sugarcoating, I'll give you some advice. Save the adventure for another campaign with lower level PCs. Otherwise, you'll probably have grumbling players who mutter things under their breath like "railroading," "deus ex machina," and "hosing." Why? Because, its a cop out to nerf abilities just because you want to run a particular adventure.</p><p></p><p>The classic example is divination, though teleport is right behind. Lots of DMs hate divination. They can't stand it when PCs can find things out without jumping through whatever hoops they have planned. They want to make murder mysteries and hide enemy movements and hide things from the PCs. But, then PCs come along with <em>speak with dead</em>, <em>scry</em>, and <em>locate object</em>, and the DM complains that they cheated. They bypassed the DM's whole plan. But, they didn't cheat. They used their abilities.</p><p></p><p>Plan for them to find the McGuffin with <em>locate object</em>. Plan for them to know where the enemy is with <em>scry</em>. And, plan for them to <em>speakwith dead</em> to the already dead victim. Then, the players are happy that they get to use their neat new abilities, and your adventure is even better!</p><p></p><p>Teleport is one of those abilities. Like I said, if you just want the same old 1st level adventures with bigger numbers, run without <em>teleport</em>. Run without divniations, too, and spells like <em>fly</em> or <em>heroes feast</em>. Then they'll have to swim across that waterfall, and they'll be easy prey for the sleeping poison you'll have prepared to pull them into the adventure. Then you will only have bigger damage spell, better buffs, etc, etc, etc.</p><p></p><p>I hope this sounds unreasonable. Because, to some people, your wanting to hose <em>teleport </em>is just as unreasonable as someone wanting to drop <em>break enchantment</em>. These are abilities that PCs have, and if the adventure can take them into account, you can create an adventure with all the drama of a rat in a cage scenario without making the PCs into your rats.</p><p></p><p>Now, I'm going to 180. Sometimes its okay. There's nothing that is always bad. You could even possibly put a good spin on killing a PC with no save or way to defend themself. But, you'd better have an amazing reason to back that up. I once trapped the PCs in Carceri. They couldn't teleport out, they were effectively trapped like rats in a maze. They had the entirety of the infinite Plane to move around in, but still trapped. </p><p></p><p>So, everything has its exception. You arn't talking like this is some amazing exception, though; it seems more like "I have a cool idea for an adventure, but the PCs can easily bypass it. How can I keep them in check?" kind of deal that harkens back to ye olde modules that always start with "This is a list of spells that don't work in the dungeon: teleport, passwall, scry..." that always always always made my skin crawl.</p><p></p><p>This isn't what you want to hear, but lots of people have given you very good ideas about how to create the sense of being trapped without actually trapping the PCs. But, you dismissed this. Well, you shouldn't. If the PCs feel trapped or powerless, that's one thing. If the players feel trapped or powerless that quite another thing entirely, and one I cannot advocate.</p></blockquote><p></p>
[QUOTE="ThirdWizard, post: 2507667, member: 12037"] Since we're apparently dropping the sugarcoating, I'll give you some advice. Save the adventure for another campaign with lower level PCs. Otherwise, you'll probably have grumbling players who mutter things under their breath like "railroading," "deus ex machina," and "hosing." Why? Because, its a cop out to nerf abilities just because you want to run a particular adventure. The classic example is divination, though teleport is right behind. Lots of DMs hate divination. They can't stand it when PCs can find things out without jumping through whatever hoops they have planned. They want to make murder mysteries and hide enemy movements and hide things from the PCs. But, then PCs come along with [i]speak with dead[/i], [i]scry[/i], and [i]locate object[/i], and the DM complains that they cheated. They bypassed the DM's whole plan. But, they didn't cheat. They used their abilities. Plan for them to find the McGuffin with [i]locate object[/i]. Plan for them to know where the enemy is with [i]scry[/i]. And, plan for them to [i]speakwith dead[/i] to the already dead victim. Then, the players are happy that they get to use their neat new abilities, and your adventure is even better! Teleport is one of those abilities. Like I said, if you just want the same old 1st level adventures with bigger numbers, run without [i]teleport[/i]. Run without divniations, too, and spells like [i]fly[/i] or [i]heroes feast[/i]. Then they'll have to swim across that waterfall, and they'll be easy prey for the sleeping poison you'll have prepared to pull them into the adventure. Then you will only have bigger damage spell, better buffs, etc, etc, etc. I hope this sounds unreasonable. Because, to some people, your wanting to hose [i]teleport [/i]is just as unreasonable as someone wanting to drop [i]break enchantment[/i]. These are abilities that PCs have, and if the adventure can take them into account, you can create an adventure with all the drama of a rat in a cage scenario without making the PCs into your rats. Now, I'm going to 180. Sometimes its okay. There's nothing that is always bad. You could even possibly put a good spin on killing a PC with no save or way to defend themself. But, you'd better have an amazing reason to back that up. I once trapped the PCs in Carceri. They couldn't teleport out, they were effectively trapped like rats in a maze. They had the entirety of the infinite Plane to move around in, but still trapped. So, everything has its exception. You arn't talking like this is some amazing exception, though; it seems more like "I have a cool idea for an adventure, but the PCs can easily bypass it. How can I keep them in check?" kind of deal that harkens back to ye olde modules that always start with "This is a list of spells that don't work in the dungeon: teleport, passwall, scry..." that always always always made my skin crawl. This isn't what you want to hear, but lots of people have given you very good ideas about how to create the sense of being trapped without actually trapping the PCs. But, you dismissed this. Well, you shouldn't. If the PCs feel trapped or powerless, that's one thing. If the players feel trapped or powerless that quite another thing entirely, and one I cannot advocate. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
So, how do you keep'em from just 'porting away?
Top