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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Why the World Exists
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="Cadfan" data-source="post: 4700973" data-attributes="member: 40961"><p>You're still not making sense.</p><p> </p><p>If I had to guess, I'd say you mean this: That the PCs might encounter the ancient wyrm for legitimate reasons instead of just due to a failure of information.</p><p> </p><p>Which is true, but misses the point, which isn't about the proper home of ancient wyrms but rather about the degree to which the world should be designed so that the players have a good time and don't all lose characters due to random ancient wyrms that pop out of unexpected places and kill them.</p><p></p><p>When people argue that an ancient wyrm shouldn't be living next door to the town as a sort of trap for the PCs to stumble into and die, the issue isn't the wyrm itself, its the dangerousness of the encounters the PCs are likely to get into due to the wyrm. </p><p> </p><p>If you:</p><p> </p><p>1. Put the ancient wyrm next to the town, </p><p>2. Inform the PCs of its presence and make sure they're adequately aware of the guarantee of death if they fight it, and</p><p>3. Engineer it so that if or when they have to go into the wyrm's territory they don't have to actually fight it if they play things right,</p><p> </p><p>Then you've done basically the same thing as the guy who didn't put the wyrm there in the first place due to a desire not to screw over low level PCs who can't fight the wyrm.</p><p> </p><p>Both of you are designing the game world such that the PCs will encounter level appropriate fights. You're just including the risk of a level inappropriate fight if the PCs so choose, and then telling the PCs not to so choose. Both worlds are equally engineered and the outcome is the same.</p><p> </p><p>Of course, this could be completely non responsive, because I'm just guessing the meaning of your cryptic writings.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4700973, member: 40961"] You're still not making sense. If I had to guess, I'd say you mean this: That the PCs might encounter the ancient wyrm for legitimate reasons instead of just due to a failure of information. Which is true, but misses the point, which isn't about the proper home of ancient wyrms but rather about the degree to which the world should be designed so that the players have a good time and don't all lose characters due to random ancient wyrms that pop out of unexpected places and kill them. When people argue that an ancient wyrm shouldn't be living next door to the town as a sort of trap for the PCs to stumble into and die, the issue isn't the wyrm itself, its the dangerousness of the encounters the PCs are likely to get into due to the wyrm. If you: 1. Put the ancient wyrm next to the town, 2. Inform the PCs of its presence and make sure they're adequately aware of the guarantee of death if they fight it, and 3. Engineer it so that if or when they have to go into the wyrm's territory they don't have to actually fight it if they play things right, Then you've done basically the same thing as the guy who didn't put the wyrm there in the first place due to a desire not to screw over low level PCs who can't fight the wyrm. Both of you are designing the game world such that the PCs will encounter level appropriate fights. You're just including the risk of a level inappropriate fight if the PCs so choose, and then telling the PCs not to so choose. Both worlds are equally engineered and the outcome is the same. Of course, this could be completely non responsive, because I'm just guessing the meaning of your cryptic writings. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Why the World Exists
Top