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General Tabletop Discussion
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Why does WotC put obviously bad or illogical elements in their adventures?
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<blockquote data-quote="LordEntrails" data-source="post: 7178914" data-attributes="member: 6804070"><p>I don't see any illogic in your examples. Bad is subjective so no point going there.</p><p></p><p>As Flexor says, there are reasons. You don't have to like or agree with them. Here's my interpretation;</p><p></p><p>- Stupid guards are a trope. How many times do we see this in fiction? After all, if they were geniuses, they wouldn't be guards. Plus, it allows other interaction rather than just killing them. Smart guards are nothing more than another combat and resource drain. Dumb guards? Well, they could be a drain or they could be many things.</p><p></p><p>- Time? You are upset because the adventure doesn't tell you how to track time? The rulebooks tell you how long combat takes, how long it takes to move and explore. If time is important to you or the adventure, then track it. If not, do as Flexor suggests or whatever you want.</p><p></p><p>- The sharks? So what if the gate never opens? I'm betting someone will come along and tell us a story how their group broke open the gates and had to fight the sharks because they figured their must be treasure on the other side. Not every thing detailed in an adventure must be interacted with. It's their to provide the opportunity to if needed. It allows creativity.</p></blockquote><p></p>
[QUOTE="LordEntrails, post: 7178914, member: 6804070"] I don't see any illogic in your examples. Bad is subjective so no point going there. As Flexor says, there are reasons. You don't have to like or agree with them. Here's my interpretation; - Stupid guards are a trope. How many times do we see this in fiction? After all, if they were geniuses, they wouldn't be guards. Plus, it allows other interaction rather than just killing them. Smart guards are nothing more than another combat and resource drain. Dumb guards? Well, they could be a drain or they could be many things. - Time? You are upset because the adventure doesn't tell you how to track time? The rulebooks tell you how long combat takes, how long it takes to move and explore. If time is important to you or the adventure, then track it. If not, do as Flexor suggests or whatever you want. - The sharks? So what if the gate never opens? I'm betting someone will come along and tell us a story how their group broke open the gates and had to fight the sharks because they figured their must be treasure on the other side. Not every thing detailed in an adventure must be interacted with. It's their to provide the opportunity to if needed. It allows creativity. [/QUOTE]
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Community
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Why does WotC put obviously bad or illogical elements in their adventures?
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