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<blockquote data-quote="The Shaman" data-source="post: 4703205" data-attributes="member: 26473"><p>I'd be surprised if anyone in the thread disagrees with that.</p><p></p><p>However, there are different ways to play, different ways the world can facilitate play, and different ideas of what's entertaining. Thus . . .It doesn't matter if the adventurers are powerful enough to face them in combat if the encounter isn't about combat.</p><p></p><p>In this instance, the encounter may be about simple survival. Or about rescuing the villagers. Or saving a holy relic from the local temple. Or all of the above.</p><p></p><p>It may be about negotiating with the giants, offering them something they want in exchange for sparing the town. It may be about <u>outwitting</u> the hill giants, luring them off, misdirecting them, not facing them down. And it may be setting the stage for the adventurers' return to drive off the giants later.</p><p></p><p>In my experience, if the response to everything in the game is swords and spells, the game gets stale very fast.It's only a waste of time if you expect the only reason for creating encounters is combat..That would actually make a perfectly valid motivation for the hill giants to in fact move downriver: the hill giants hear of the adventurers and decide to capture the adventurers, take their treasure, and ransom them to the king. Monsters can be proactive, too, and their intelligence can be as faulty as that of the adventurers.I really don't have to agree to any such thing.</p><p></p><p>It's up to the adventurers to decide what's appropriate and what isn't. They need to be alert and use the resources available to them, magical and mundane, to survive. Sometimes they'll be confronted with opponents more powerful than they are; sometimes they get to tee off on some opponent that is laughably far below them. This is the nature of the world in which they live, and these are the consequences of the choices they make.</p></blockquote><p></p>
[QUOTE="The Shaman, post: 4703205, member: 26473"] I'd be surprised if anyone in the thread disagrees with that. However, there are different ways to play, different ways the world can facilitate play, and different ideas of what's entertaining. Thus . . .It doesn't matter if the adventurers are powerful enough to face them in combat if the encounter isn't about combat. In this instance, the encounter may be about simple survival. Or about rescuing the villagers. Or saving a holy relic from the local temple. Or all of the above. It may be about negotiating with the giants, offering them something they want in exchange for sparing the town. It may be about [U]outwitting[/U] the hill giants, luring them off, misdirecting them, not facing them down. And it may be setting the stage for the adventurers' return to drive off the giants later. In my experience, if the response to everything in the game is swords and spells, the game gets stale very fast.It's only a waste of time if you expect the only reason for creating encounters is combat..That would actually make a perfectly valid motivation for the hill giants to in fact move downriver: the hill giants hear of the adventurers and decide to capture the adventurers, take their treasure, and ransom them to the king. Monsters can be proactive, too, and their intelligence can be as faulty as that of the adventurers.I really don't have to agree to any such thing. It's up to the adventurers to decide what's appropriate and what isn't. They need to be alert and use the resources available to them, magical and mundane, to survive. Sometimes they'll be confronted with opponents more powerful than they are; sometimes they get to tee off on some opponent that is laughably far below them. This is the nature of the world in which they live, and these are the consequences of the choices they make. [/QUOTE]
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