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<blockquote data-quote="The Edge" data-source="post: 3615682" data-attributes="member: 33507"><p>A small thing to remeber is that the low level fellow needs to count as involved enough to get his exp. I think it could be fairly fun still, with a bit of luck regarding situations.</p><p></p><p>I've actually done something like this though, and it was a lot of fun. In my game, the PCs ended up finding out that actually getting the captive npcs out was going to be much harder than just 'freeing' them. A (rules savy) guest player played one of the captives, who was of particular importance to keep safe. It meant that encounters that normaly the party would push aside, became a real chalenge, as they tried to protect the inocents. Forced them to spilt, use magic on protection, used healing resources, and put more restrictions on their offensive options. Sounds harsh, but it was a really good distinction to the normal kind of thing.</p><p></p><p>It went so well, that come the next session, I decided that their boat home had been forced to leave. So they had to take the long way back, which included survival elements, and more trouble from pursuers.</p><p></p><p>They might not want to do it again right away, but its one of the most talked of adventures.</p></blockquote><p></p>
[QUOTE="The Edge, post: 3615682, member: 33507"] A small thing to remeber is that the low level fellow needs to count as involved enough to get his exp. I think it could be fairly fun still, with a bit of luck regarding situations. I've actually done something like this though, and it was a lot of fun. In my game, the PCs ended up finding out that actually getting the captive npcs out was going to be much harder than just 'freeing' them. A (rules savy) guest player played one of the captives, who was of particular importance to keep safe. It meant that encounters that normaly the party would push aside, became a real chalenge, as they tried to protect the inocents. Forced them to spilt, use magic on protection, used healing resources, and put more restrictions on their offensive options. Sounds harsh, but it was a really good distinction to the normal kind of thing. It went so well, that come the next session, I decided that their boat home had been forced to leave. So they had to take the long way back, which included survival elements, and more trouble from pursuers. They might not want to do it again right away, but its one of the most talked of adventures. [/QUOTE]
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