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General Tabletop Discussion
*Dungeons & Dragons
What should the backlash be? Your ideas wanted
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<blockquote data-quote="MoutonRustique" data-source="post: 6645932" data-attributes="member: 22362"><p>If you're using the "we can rebuilt it" route, I would add a serious complication.</p><p></p><p>By serious complication, I don't mean a hard dungeon or boss that possess a piece - that's expected, and even, usually FUN for the PCs. So yeah, not a drawback the <em>player's</em> can feel - unless they are incredibly deep into character and fear combat and strife on a personal level - but that would be an atypical D&D game to say the least!</p><p></p><p>The one I prefer : have the artifact require the <em>willing</em> sacrifice of an entity of vast power.</p><p> - the sacrifice need not be <em>dying</em> for it. Having it be a constant sequestration is more impressive and gives greater options. Perhaps the PCs will be bound by oath to fulfill tasks for it - since it can't leave that place, and they kind of owe it...</p><p> - the entity needn't even be affected by the problem : i.e. it's not it's problem, why should it sacrifice so much?</p><p> - the entity could be a great protector of something else. Trade a storm-devastated region for an orc-invaded one ?</p><p> - etc.</p><p></p><p>The difficulty is always in making the <em>players</em> feel it - in most games, you could say a character has to suffer horrendous pain (I'm talking <em>serious</em> pain here, not just stabbed through the foot by a dagger a few times) for 5 minutes every time it wakes. It would be part of the backstory, might get referenced a few times - but I doubt you'd find a player afraid to let its character sleep... IME</p></blockquote><p></p>
[QUOTE="MoutonRustique, post: 6645932, member: 22362"] If you're using the "we can rebuilt it" route, I would add a serious complication. By serious complication, I don't mean a hard dungeon or boss that possess a piece - that's expected, and even, usually FUN for the PCs. So yeah, not a drawback the [I]player's[/I] can feel - unless they are incredibly deep into character and fear combat and strife on a personal level - but that would be an atypical D&D game to say the least! The one I prefer : have the artifact require the [I]willing[/I] sacrifice of an entity of vast power. - the sacrifice need not be [I]dying[/I] for it. Having it be a constant sequestration is more impressive and gives greater options. Perhaps the PCs will be bound by oath to fulfill tasks for it - since it can't leave that place, and they kind of owe it... - the entity needn't even be affected by the problem : i.e. it's not it's problem, why should it sacrifice so much? - the entity could be a great protector of something else. Trade a storm-devastated region for an orc-invaded one ? - etc. The difficulty is always in making the [I]players[/I] feel it - in most games, you could say a character has to suffer horrendous pain (I'm talking [I]serious[/I] pain here, not just stabbed through the foot by a dagger a few times) for 5 minutes every time it wakes. It would be part of the backstory, might get referenced a few times - but I doubt you'd find a player afraid to let its character sleep... IME [/QUOTE]
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What should the backlash be? Your ideas wanted
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