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Why does WotC put obviously bad or illogical elements in their adventures?
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<blockquote data-quote="discosoc" data-source="post: 7178989" data-attributes="member: 6801554"><p>The end of that description also mentions they aren't allowed to enter the throne room. That tells me the other giants would rather not have hill giants interrupting their little opera and politics thing, so decided to assign the hill giant envoy to simple guard duty. You'll also notice that the Great Hall next to it has a sort-important giant NPC for each giant type -- except for hill giant. For all we know, these two stupid giants are the official envoy of hill giants to participate in whatever social gathering is happening. It's like a family reunion where you still invite the racist uncle and his family, but everyone kind of ignores them so they end up doing their own thing somewhere else. Also remember, this place is at the bottom of the ocean and really only accessible to most via conch given to important giant leaders. The fact that PC's can slip in the way they do is not something the storm giants were counting on.</p><p></p><p></p><p></p><p>Because when you write adventures, it can be good to include things that make sense outside of the immediate adventure, and can also spark the reader's imagination. You see some caged sharks doing nothing and think it's stupid, but someone else might see some caged sharks and thing they'd make an awesome fight scene and decide to make it happen. Even if you can't imagine a scenario where those sharks are involved, it should still contribute to understanding just what kind of place this is -- something that you should hopefully be able to pass on to your players.</p><p></p><p></p><p></p><p>Annoying, perhaps, but not crappy. Without him, it would be harder to setup a first encounter with Iymrith that doesn't end in a TPK. Remember, Harshnag doesn't exist to save the day; he exists to fill in blanks on giant culture that the players might have, to introduce Iymrith to the story, and to contribute to an event that prevents the players from returning to the temple whenever they feel like they need answers or something. He's a plot mechanic, and if you don't bother fleshing him out and giving the players a reason to care for him, then his actions will obviously not resonate.</p><p></p><p>Final note: SKT is a sandbox of sorts. It's the DM's job to make sure all those pieces come together properly, so if you're expecting a linear adventure where everything is fully explained without any extra work on your part, then you picked the wrong AP.</p></blockquote><p></p>
[QUOTE="discosoc, post: 7178989, member: 6801554"] The end of that description also mentions they aren't allowed to enter the throne room. That tells me the other giants would rather not have hill giants interrupting their little opera and politics thing, so decided to assign the hill giant envoy to simple guard duty. You'll also notice that the Great Hall next to it has a sort-important giant NPC for each giant type -- except for hill giant. For all we know, these two stupid giants are the official envoy of hill giants to participate in whatever social gathering is happening. It's like a family reunion where you still invite the racist uncle and his family, but everyone kind of ignores them so they end up doing their own thing somewhere else. Also remember, this place is at the bottom of the ocean and really only accessible to most via conch given to important giant leaders. The fact that PC's can slip in the way they do is not something the storm giants were counting on. Because when you write adventures, it can be good to include things that make sense outside of the immediate adventure, and can also spark the reader's imagination. You see some caged sharks doing nothing and think it's stupid, but someone else might see some caged sharks and thing they'd make an awesome fight scene and decide to make it happen. Even if you can't imagine a scenario where those sharks are involved, it should still contribute to understanding just what kind of place this is -- something that you should hopefully be able to pass on to your players. Annoying, perhaps, but not crappy. Without him, it would be harder to setup a first encounter with Iymrith that doesn't end in a TPK. Remember, Harshnag doesn't exist to save the day; he exists to fill in blanks on giant culture that the players might have, to introduce Iymrith to the story, and to contribute to an event that prevents the players from returning to the temple whenever they feel like they need answers or something. He's a plot mechanic, and if you don't bother fleshing him out and giving the players a reason to care for him, then his actions will obviously not resonate. Final note: SKT is a sandbox of sorts. It's the DM's job to make sure all those pieces come together properly, so if you're expecting a linear adventure where everything is fully explained without any extra work on your part, then you picked the wrong AP. [/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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