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Warlock in party with Quasit breaking story
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<blockquote data-quote="Hussar" data-source="post: 7138074" data-attributes="member: 22779"><p>I'm going to echo other's sentiments here. I'd incorporate the player's character abilities and simply change focus. Instead of things being about the mystery of that castle, it's about how the players react and interact with known elements. To me, I think this is a fantastic opportunity.</p><p></p><p>Think about it, in most adventure scenarios, player choices are more or less random - do we turn left or right? Since the players don't have much, if any information to go on, the decision ultimately doesn't matter. One is as good as the other and you might as well flip a coin.</p><p></p><p>But now, the party actually knows things going in. Note, they won't know about secret doors or chambers. They won't know about traps either since it's highly unlikely that an imp or quasit would trigger most traps. So, we still have the unknown to play with.</p><p></p><p>However, now when the party comes to that T junction, they know there are zombies to the left and a scary altar room to the right. Which do they choose? And, that choice isn't just a random guess. </p><p></p><p>That player has gift wrapped you a HUGE present. You want to get some background exposition into your player's hands, great, the quasit listens in on a conversation between Baron McEvil and one of his henchmen. Maybe there's a book lying open somewhere with a map, or diary or whatever. And, exactly how do the players intend to challenge that nightmare in the stables without alerting the guards across the courtyard?</p><p></p><p>Friend, this isn't a problem. This is a great opportunity. I just wish my players would actively seek out information like this instead of blindly blundering from encounter to encounter.</p></blockquote><p></p>
[QUOTE="Hussar, post: 7138074, member: 22779"] I'm going to echo other's sentiments here. I'd incorporate the player's character abilities and simply change focus. Instead of things being about the mystery of that castle, it's about how the players react and interact with known elements. To me, I think this is a fantastic opportunity. Think about it, in most adventure scenarios, player choices are more or less random - do we turn left or right? Since the players don't have much, if any information to go on, the decision ultimately doesn't matter. One is as good as the other and you might as well flip a coin. But now, the party actually knows things going in. Note, they won't know about secret doors or chambers. They won't know about traps either since it's highly unlikely that an imp or quasit would trigger most traps. So, we still have the unknown to play with. However, now when the party comes to that T junction, they know there are zombies to the left and a scary altar room to the right. Which do they choose? And, that choice isn't just a random guess. That player has gift wrapped you a HUGE present. You want to get some background exposition into your player's hands, great, the quasit listens in on a conversation between Baron McEvil and one of his henchmen. Maybe there's a book lying open somewhere with a map, or diary or whatever. And, exactly how do the players intend to challenge that nightmare in the stables without alerting the guards across the courtyard? Friend, this isn't a problem. This is a great opportunity. I just wish my players would actively seek out information like this instead of blindly blundering from encounter to encounter. [/QUOTE]
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