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World's Largest Dungeon in actual play [Spoilers!]
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<blockquote data-quote="hitomikitage" data-source="post: 1927026" data-attributes="member: 25125"><p>You basically have two options here:</p><p></p><p>First, you can bring out the old tried-and-true no evil characters rule. I use this because PC's will try to kill other PC's if the other has something they want. So to avoid a big mess, I always say no evil characters. This allows for the narrowing of alignment ranges and you can (or at least should) be able to gauge the common reaction to certain situations. This will help you plan better and make the dungeon more fun for you and the players.</p><p></p><p>Your second option would be to come up with a reason why all of the characters would need to stick and work together. This could be because they wake up in the dungeon and don't know how they got there and need to get out, or they are captives to be used by Longtail as sacrifices to summon the daemons, and then some darkmantles/stirges/dire rats kill off the guards and the PC's can pick up their equipment and start working together to find a way out. This works especially well if the evil people are lawful evil and can generally be trusted to hold to the letter of an agreement (if not the spirit of it) or neutral evil and you as a DM can trust them as a player to stick with the group.</p><p></p><p>Each method has it's advantages. Method 1 provides for a more cohesive game, while method 2 provides for a more interesting role-playing experience by your players.</p><p></p><p>Hope this helps.</p><p></p><p>Thank you,</p><p>Howard</p></blockquote><p></p>
[QUOTE="hitomikitage, post: 1927026, member: 25125"] You basically have two options here: First, you can bring out the old tried-and-true no evil characters rule. I use this because PC's will try to kill other PC's if the other has something they want. So to avoid a big mess, I always say no evil characters. This allows for the narrowing of alignment ranges and you can (or at least should) be able to gauge the common reaction to certain situations. This will help you plan better and make the dungeon more fun for you and the players. Your second option would be to come up with a reason why all of the characters would need to stick and work together. This could be because they wake up in the dungeon and don't know how they got there and need to get out, or they are captives to be used by Longtail as sacrifices to summon the daemons, and then some darkmantles/stirges/dire rats kill off the guards and the PC's can pick up their equipment and start working together to find a way out. This works especially well if the evil people are lawful evil and can generally be trusted to hold to the letter of an agreement (if not the spirit of it) or neutral evil and you as a DM can trust them as a player to stick with the group. Each method has it's advantages. Method 1 provides for a more cohesive game, while method 2 provides for a more interesting role-playing experience by your players. Hope this helps. Thank you, Howard [/QUOTE]
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