Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Why is flight considered a game breaker?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Beginning of the End" data-source="post: 5188612" data-attributes="member: 55271"><p>I would say two things:</p><p></p><p>(1) On a strategic level, the problems with fly disappear if you stop designing your adventures in a reactive, linear fashion. If there's an encounter that "needs" to happen, design the adventure so that the PCs will seek out that encounter in a proactive fashion.</p><p></p><p>If you design encounters that "need" to happen by placing them in a dungeon room or along a road that the PCs will be forced to pass thru to get to their actual goal, then teleportation, flying, pass through stone, and abilities like them will all pose problems. </p><p></p><p>Re-analyze whether such an encounter is really <em>necessary</em> in the first place. (If it's just a trap or a combat encounter designed to grind away their resources you can probably start by making it more interesting in the first place.) </p><p></p><p>Then look at how you can make the encounter more flexible. For example, let's say that you want the PCs to see evidence of the tyrant's cruel reign by seeing some of his soldiers roughing up a young lady. Rather than locking that encounter into "this will happen as they walk down the road", make it a flexible module that you can plunk down at any dramatically appropriate time: They teleport into Nulb and find the young lady being harassed; or hear her cries as they're flying over; etc.</p><p></p><p>And I'll admit that this isn't easy: Part of the appeal of the dungeon crawl adventure structure is that you don't have to think too hard about how to get the players into Room 15. You can just force them to follow the hallways and -- bam! -- there's Room 15. But I think you'll find your adventures becoming more interesting in general if you don't rely on railroading or define every railroad-avoidance technique in the game as a "problem".</p><p></p><p>(2) On a tactical level, if the PCs ever figure out a combat tactic that you can't figure out how to counter, there's always a simple solution: Have NPCs use the same tactics on them. Either the players will show you exactly how to counter it, or they'll realize it's not particularly fun for any of you and agree that it should be removed.</p></blockquote><p></p>
[QUOTE="Beginning of the End, post: 5188612, member: 55271"] I would say two things: (1) On a strategic level, the problems with fly disappear if you stop designing your adventures in a reactive, linear fashion. If there's an encounter that "needs" to happen, design the adventure so that the PCs will seek out that encounter in a proactive fashion. If you design encounters that "need" to happen by placing them in a dungeon room or along a road that the PCs will be forced to pass thru to get to their actual goal, then teleportation, flying, pass through stone, and abilities like them will all pose problems. Re-analyze whether such an encounter is really [I]necessary[/I] in the first place. (If it's just a trap or a combat encounter designed to grind away their resources you can probably start by making it more interesting in the first place.) Then look at how you can make the encounter more flexible. For example, let's say that you want the PCs to see evidence of the tyrant's cruel reign by seeing some of his soldiers roughing up a young lady. Rather than locking that encounter into "this will happen as they walk down the road", make it a flexible module that you can plunk down at any dramatically appropriate time: They teleport into Nulb and find the young lady being harassed; or hear her cries as they're flying over; etc. And I'll admit that this isn't easy: Part of the appeal of the dungeon crawl adventure structure is that you don't have to think too hard about how to get the players into Room 15. You can just force them to follow the hallways and -- bam! -- there's Room 15. But I think you'll find your adventures becoming more interesting in general if you don't rely on railroading or define every railroad-avoidance technique in the game as a "problem". (2) On a tactical level, if the PCs ever figure out a combat tactic that you can't figure out how to counter, there's always a simple solution: Have NPCs use the same tactics on them. Either the players will show you exactly how to counter it, or they'll realize it's not particularly fun for any of you and agree that it should be removed. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Why is flight considered a game breaker?
Top