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What are your favorite RBDM tricks?
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<blockquote data-quote="green slime" data-source="post: 4070992" data-attributes="member: 1325"><p>Players enjoy their characters being the centre of attention. Players enjoy being given choices that perhaps they know they shouldn't really, but because of the short term advantages, and inability to actually see the long term disadvantage, they willingly consign themselves to their doom.</p><p></p><p>1) While making a desperate escape from some assembled enemy, a spellcaster arrives, and offers to take them to safety, for a price. The price being a knuckle from their pinky. They can always turn down the offer, and continue fleeing from the enemy. Few will, though. </p><p></p><p>2) A <em>clone</em> (in previous editions) or <em>simulacrum</em> can thereafter be created at any time by the spellcaster. This of course can lead to all sorts of plots involving mistaken identities, and greatly complicate the lives of those "saved". Without really endangering their characters lives.</p><p></p><p>A) Having players, who are rather reknown for being rash and impulsive, act on incomplete political information spread by those opposing them, and you have another common "trap" with which to cause the PC's to loose favour with the populace in general, all the while, they have been advancing the plot of the Evil Twin (TM).</p></blockquote><p></p>
[QUOTE="green slime, post: 4070992, member: 1325"] Players enjoy their characters being the centre of attention. Players enjoy being given choices that perhaps they know they shouldn't really, but because of the short term advantages, and inability to actually see the long term disadvantage, they willingly consign themselves to their doom. 1) While making a desperate escape from some assembled enemy, a spellcaster arrives, and offers to take them to safety, for a price. The price being a knuckle from their pinky. They can always turn down the offer, and continue fleeing from the enemy. Few will, though. 2) A [i]clone[/i] (in previous editions) or [i]simulacrum[/i] can thereafter be created at any time by the spellcaster. This of course can lead to all sorts of plots involving mistaken identities, and greatly complicate the lives of those "saved". Without really endangering their characters lives. A) Having players, who are rather reknown for being rash and impulsive, act on incomplete political information spread by those opposing them, and you have another common "trap" with which to cause the PC's to loose favour with the populace in general, all the while, they have been advancing the plot of the Evil Twin (TM). [/QUOTE]
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