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What's a monster to do?
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<blockquote data-quote="Sunseeker" data-source="post: 6613212"><p>That's a good point I hadn't considered, including a dungeon monitoring system seems a little too meta, though having some low-level critter minions keeping an eye on the adventuring party though peepholes in various parts of the dungeon might lead to interesting fog of war situations. I get the feeling that building a dungeon might be less suitable to an introductory quest and a better fit for something they can do later down the road, much like how normal adventurers might establish a keep. The party could do things in reverse, start with a small dungeon, populate it with minor defenses and as they grow more powerful they expand their influence, populating the nearby lands with increasing dangers.</p><p></p><p></p><p>All good points, see below.</p><p></p><p></p><p>My intention was to make it something of a middle ground. The transformation would be slow and not particularly gruesome, giving rise to factions of people who might see the change as a good thing, perhaps even a diety-driven thing but also putting those people in an oppressed group within normal humanoid society, making them sympathetic to the goals of the monster-party of protecting and increasing monster numbers. Not everyone would be happy with things and your mention of a cure immediately brings to bring the rather addictive game of Pandemic, the party would now not only be attempting to spread their potion, but also to delay and destroy those producing the cure, or perhaps realize the error of their ways in forcing unwilling humanoids to be turned into potentially frightful monsters.</p><p></p><p></p><p>I think that's a good point, and there are existing races within D&D who outrightly face prejudice and hate for their quasi-monstrous appearances (tieflings, dragonborn, half-orcs/full-orcs) who could make for sympathetic, if not particularly wide-spread factions.</p><p></p><p></p><p>I don't wish to avoid it entirely, I think that the final campaign is going to to <em>have</em> to include almost all of these features in order to retain that recognizable D&D experience, but also give it a twist to make it something more than "monster party!".</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 6613212"] That's a good point I hadn't considered, including a dungeon monitoring system seems a little too meta, though having some low-level critter minions keeping an eye on the adventuring party though peepholes in various parts of the dungeon might lead to interesting fog of war situations. I get the feeling that building a dungeon might be less suitable to an introductory quest and a better fit for something they can do later down the road, much like how normal adventurers might establish a keep. The party could do things in reverse, start with a small dungeon, populate it with minor defenses and as they grow more powerful they expand their influence, populating the nearby lands with increasing dangers. All good points, see below. My intention was to make it something of a middle ground. The transformation would be slow and not particularly gruesome, giving rise to factions of people who might see the change as a good thing, perhaps even a diety-driven thing but also putting those people in an oppressed group within normal humanoid society, making them sympathetic to the goals of the monster-party of protecting and increasing monster numbers. Not everyone would be happy with things and your mention of a cure immediately brings to bring the rather addictive game of Pandemic, the party would now not only be attempting to spread their potion, but also to delay and destroy those producing the cure, or perhaps realize the error of their ways in forcing unwilling humanoids to be turned into potentially frightful monsters. I think that's a good point, and there are existing races within D&D who outrightly face prejudice and hate for their quasi-monstrous appearances (tieflings, dragonborn, half-orcs/full-orcs) who could make for sympathetic, if not particularly wide-spread factions. I don't wish to avoid it entirely, I think that the final campaign is going to to [I]have[/I] to include almost all of these features in order to retain that recognizable D&D experience, but also give it a twist to make it something more than "monster party!". [/QUOTE]
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