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Teleport and the Nixing Thereof
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<blockquote data-quote="Kae'Yoss" data-source="post: 1710614" data-attributes="member: 4134"><p>I understand you. I never understood why people don't like teleport.</p><p></p><p>So people can go wherever they want? Well, only if they have a description. And certain areas are blocked, anyway (there's a couple of spells that block extradimensional travel)</p><p></p><p>Is it because they won't encounter enemies on their travels? Hey, by the time they teleport, they don't need to fear your average highwayman, anyway.</p><p></p><p>Is it because they can play merry hell with the plot? A half-decent plot won't revolve around the players taking the bus everywhere. And if it's good enough (and the players aren't complete idiots), they won't abandon the plot (if they are, the question is: should you even play with them?)</p><p></p><p>Sure, most DM's are caught off-guard by travel magic. One of mine put a lot of thought in what he thought would be a 2-week trip from one city to another. He thought about possible encounters and so on. In the end it took us uneventful 12 hours or so with wind walk. Several hours of preparation down the drain. Well, he learned from it.</p><p></p><p>The other, being caught completely off-guard, got indignant and started to harass the wizard player (but he's that way, and wasn't exactly award-winning DM-material)</p></blockquote><p></p>
[QUOTE="Kae'Yoss, post: 1710614, member: 4134"] I understand you. I never understood why people don't like teleport. So people can go wherever they want? Well, only if they have a description. And certain areas are blocked, anyway (there's a couple of spells that block extradimensional travel) Is it because they won't encounter enemies on their travels? Hey, by the time they teleport, they don't need to fear your average highwayman, anyway. Is it because they can play merry hell with the plot? A half-decent plot won't revolve around the players taking the bus everywhere. And if it's good enough (and the players aren't complete idiots), they won't abandon the plot (if they are, the question is: should you even play with them?) Sure, most DM's are caught off-guard by travel magic. One of mine put a lot of thought in what he thought would be a 2-week trip from one city to another. He thought about possible encounters and so on. In the end it took us uneventful 12 hours or so with wind walk. Several hours of preparation down the drain. Well, he learned from it. The other, being caught completely off-guard, got indignant and started to harass the wizard player (but he's that way, and wasn't exactly award-winning DM-material) [/QUOTE]
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Teleport and the Nixing Thereof
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