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Tucker's Kobolds -- really that tough a challenge?
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<blockquote data-quote="SHARK" data-source="post: 4620842" data-attributes="member: 1131"><p>Greetings!</p><p></p><p>Well, I certainly agree with many of you all on a number of points. However, as far as critiquing *Tucker's Kobolds* goes, I think some of you are forgetting a few things, and perhaps meta-gaming to some extent.</p><p></p><p>First off, the players do not know, and generally will never know *exactly* how the Kobold tribe gains the wealth to store/stockpile/utilize all the oil, traps, poisons, and so on. <strong>Most don't, and are unlikely to find out the exact details.</strong></p><p></p><p>Next, while the resources and tactics used may in fact annoy many of you, I think there's some meta-gaming thought going on here.</p><p></p><p>To wit: Why is it so pervasive to believe that every group of monsters are somehow encountering *you, your PC group* for the very first time? The player group is quite likely not the first adventuring group the monsters have encountered, and certainly in many campaigns, groups of adventurers making raids into various cavern systems, etc in the local area may be in fact a routine aspect of life, and it could be a fairly common reality for many years up to the present.</p><p></p><p>Therefore, many such groups and tribes of humanoid monsters would develop tactics over time and make it a priority to gain and gather resources in which to defeat such roving bands of marauding adventurers. That's part of having an intelligent, interactive world, yes?--rather than a static, simplistic world of dumb creatures that--despite some common level of intellectual ability, and capacity for warfare and to learn from their experiences--never seem to respond to maruading bands of adventurers? </p><p></p><p>Still, I also know that after awhile, lets face it--whether it is 1ED, or 3rd, the group of players already have lots of experience with mowing down whole caverns full of dumb monsters that are often ultimately helpless against the players. Thus, it is certainly refreshing to have them meet up with a group or tribe of monsters that are quite different from what they have smugly been accustomed to dealing with for most of their adventuring careers.</p><p></p><p>In my own campaigns, I often use the typical dumb monsters, beastmen, orcs, goblins, and so on.</p><p></p><p>But I also often spike the environments with locations of tribes of the same kind of creatures that--as the players know and love to hate--will quite readily make life a living hell for them in a *blink*</p><p></p><p>"What kind of Hobgoblins did you say they were, Probus? Were they light green-skinned Hobgoblins with ram-horned bronze helmets? Yeah? Oh, no...guys, it's a tribe of <strong>Bloodfist Hobgoblins </strong>that have moved into the mountain fortress in to the north of the town....oh, damn...we have our work cut out for us for sure..." </p><p></p><p>I think it's good for the DM to make their dungeons special, and make their tribes of otherwise routine, dumb humanoids into something more interesting, and entertaining. Admittedly, if every tribe of orcs, kobolds, beastmen, goblins and so on were *<strong>always</strong>* tribes of uber-equipped, U.S. Marines/SAS Commando's, living inside a Fortress of Sauron--that too, would get boring. But it's nice to know that <strong>sometimes--that's what they are! </strong></p><p></p><p>Semper Fidelis,</p><p></p><p>SHARK</p></blockquote><p></p>
[QUOTE="SHARK, post: 4620842, member: 1131"] Greetings! Well, I certainly agree with many of you all on a number of points. However, as far as critiquing *Tucker's Kobolds* goes, I think some of you are forgetting a few things, and perhaps meta-gaming to some extent. First off, the players do not know, and generally will never know *exactly* how the Kobold tribe gains the wealth to store/stockpile/utilize all the oil, traps, poisons, and so on. [B]Most don't, and are unlikely to find out the exact details.[/B] Next, while the resources and tactics used may in fact annoy many of you, I think there's some meta-gaming thought going on here. To wit: Why is it so pervasive to believe that every group of monsters are somehow encountering *you, your PC group* for the very first time? The player group is quite likely not the first adventuring group the monsters have encountered, and certainly in many campaigns, groups of adventurers making raids into various cavern systems, etc in the local area may be in fact a routine aspect of life, and it could be a fairly common reality for many years up to the present. Therefore, many such groups and tribes of humanoid monsters would develop tactics over time and make it a priority to gain and gather resources in which to defeat such roving bands of marauding adventurers. That's part of having an intelligent, interactive world, yes?--rather than a static, simplistic world of dumb creatures that--despite some common level of intellectual ability, and capacity for warfare and to learn from their experiences--never seem to respond to maruading bands of adventurers? Still, I also know that after awhile, lets face it--whether it is 1ED, or 3rd, the group of players already have lots of experience with mowing down whole caverns full of dumb monsters that are often ultimately helpless against the players. Thus, it is certainly refreshing to have them meet up with a group or tribe of monsters that are quite different from what they have smugly been accustomed to dealing with for most of their adventuring careers. In my own campaigns, I often use the typical dumb monsters, beastmen, orcs, goblins, and so on. But I also often spike the environments with locations of tribes of the same kind of creatures that--as the players know and love to hate--will quite readily make life a living hell for them in a *blink* "What kind of Hobgoblins did you say they were, Probus? Were they light green-skinned Hobgoblins with ram-horned bronze helmets? Yeah? Oh, no...guys, it's a tribe of [B]Bloodfist Hobgoblins [/B]that have moved into the mountain fortress in to the north of the town....oh, damn...we have our work cut out for us for sure..." I think it's good for the DM to make their dungeons special, and make their tribes of otherwise routine, dumb humanoids into something more interesting, and entertaining. Admittedly, if every tribe of orcs, kobolds, beastmen, goblins and so on were *[B]always[/B]* tribes of uber-equipped, U.S. Marines/SAS Commando's, living inside a Fortress of Sauron--that too, would get boring. But it's nice to know that [B]sometimes--that's what they are! [/B] Semper Fidelis, SHARK [/QUOTE]
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