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Warlock in party with Quasit breaking story
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<blockquote data-quote="GX.Sigma" data-source="post: 7134168" data-attributes="member: 6690511"><p>First of all, I'd like to reiterate what a few posters have already said: hidden information is overrated. Also, exposition can often be underrated. Stories are more interesting if the audience knows what's going on. </p><p></p><p>As for what I'd do as the DM in this situation: I'd let the player have his super-scout, and write my adventures <strong>around</strong> it. Don't try to "fix" it. Use it as a resource. Make it do your work for you.</p><p></p><p>The first scene of the adventure basically writes itself. I don't have to come up with a creative original idea, I can start by just answering the question, "what happens when they send the quasit in?" I could come up with an answer like "the quasit easily scouts out the area," and then the players have more information to plan their attack. So I could give them a few options (the front gate is locked but the quasit can steal the key; there's a secret tunnel in the back guarded by a deaf ogre; there's a door that can only be opened by a class you don't have in your party; etc.). So now I'm thinking of it like an Ocean's 11-style heist caper, and I can take inspiration from that whole genre of movies and video games.</p><p></p><p>Or maybe the answer is "the quasit gets toasted by the dragon," and now the players (and I) know there's a dragon. As long as you start out with a different answer to that question, you'll have a unique seed for your story. It actually makes it easier, not harder. Restrictions breed creativity.</p><p></p><p>(Also maybe ban familiars if that's not the game you want to run)</p></blockquote><p></p>
[QUOTE="GX.Sigma, post: 7134168, member: 6690511"] First of all, I'd like to reiterate what a few posters have already said: hidden information is overrated. Also, exposition can often be underrated. Stories are more interesting if the audience knows what's going on. As for what I'd do as the DM in this situation: I'd let the player have his super-scout, and write my adventures [B]around[/B] it. Don't try to "fix" it. Use it as a resource. Make it do your work for you. The first scene of the adventure basically writes itself. I don't have to come up with a creative original idea, I can start by just answering the question, "what happens when they send the quasit in?" I could come up with an answer like "the quasit easily scouts out the area," and then the players have more information to plan their attack. So I could give them a few options (the front gate is locked but the quasit can steal the key; there's a secret tunnel in the back guarded by a deaf ogre; there's a door that can only be opened by a class you don't have in your party; etc.). So now I'm thinking of it like an Ocean's 11-style heist caper, and I can take inspiration from that whole genre of movies and video games. Or maybe the answer is "the quasit gets toasted by the dragon," and now the players (and I) know there's a dragon. As long as you start out with a different answer to that question, you'll have a unique seed for your story. It actually makes it easier, not harder. Restrictions breed creativity. (Also maybe ban familiars if that's not the game you want to run) [/QUOTE]
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