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General Tabletop Discussion
*Dungeons & Dragons
The right use of hazards
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<blockquote data-quote="LordEntrails" data-source="post: 7118390" data-attributes="member: 6804070"><p>Yes! Character. Realism or a synonym of that I can't think of now. But absolutely.</p><p></p><p>I mean, who hasn't seen the Princess Bride and doesn't remember the <a href="https://www.youtube.com/watch?v=LziJbClPoKM" target="_blank">Fire Swamp</a>? </p><p></p><p></p><p>Yes, again, great point. People complain about the grind of one combat after another. About being bored about another group of orc, etc. HAzards, as part of the world that adventurers live and explore in, give the opportunity to make memorable scenes and places.</p><p></p><p></p><p>Agreed, this is a post I've already subscribed to. And will be linking to as well. Excellent discussion all.</p><p></p><p></p><p>Yes, good point.</p><p></p><p></p><p></p><p>1) Possibilities are many fold. To me, they are to add character and variety. Either to add flavor and interest to a location, or to make a combat encounter interesting.</p><p>2) Make them opportunities for role playing, not for dice rolling. They should engage the creative and problem solving abilities of the players themselves, and maybe even their real world knowledge. (But, they should not be real world intelligence tests! There are a hundred discussion and blogs about the problem with doing that, and one commonly found in old school modules.)</p><p>3) I just see them as different types of hazards, not a different purpose. I'll have to think on this.</p><p>4) An amazing assortment already given. </p><p>One example (from real world person experience);</p><p>Want to get to an island in the middle of a lake. The lake is softly frozen, difficult to take a boat to unless you break the ice (and you don't have a big boat, dangerously cold if you try to swim, but the ice is dangerously thin if you try to walk on it. Figure out how to get there <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="LordEntrails, post: 7118390, member: 6804070"] Yes! Character. Realism or a synonym of that I can't think of now. But absolutely. I mean, who hasn't seen the Princess Bride and doesn't remember the [URL="https://www.youtube.com/watch?v=LziJbClPoKM"]Fire Swamp[/URL]? Yes, again, great point. People complain about the grind of one combat after another. About being bored about another group of orc, etc. HAzards, as part of the world that adventurers live and explore in, give the opportunity to make memorable scenes and places. Agreed, this is a post I've already subscribed to. And will be linking to as well. Excellent discussion all. Yes, good point. 1) Possibilities are many fold. To me, they are to add character and variety. Either to add flavor and interest to a location, or to make a combat encounter interesting. 2) Make them opportunities for role playing, not for dice rolling. They should engage the creative and problem solving abilities of the players themselves, and maybe even their real world knowledge. (But, they should not be real world intelligence tests! There are a hundred discussion and blogs about the problem with doing that, and one commonly found in old school modules.) 3) I just see them as different types of hazards, not a different purpose. I'll have to think on this. 4) An amazing assortment already given. One example (from real world person experience); Want to get to an island in the middle of a lake. The lake is softly frozen, difficult to take a boat to unless you break the ice (and you don't have a big boat, dangerously cold if you try to swim, but the ice is dangerously thin if you try to walk on it. Figure out how to get there :) [/QUOTE]
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