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
*Dungeons & Dragons
You're doing what? Surprising the DM
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="Celebrim" data-source="post: 6091798" data-attributes="member: 4937"><p>I don't tend to place things with the purpose of them being obstacles. The castle's gate is guarded, not to be an obstacle to the PC's, but because in general castle gates are guarded. The desert is difficult to cross, because it's a desert, and the desert is there because at certain latitudes and in the rain shadows of mountains deserts tend to form. They don't have plot purposes per se. To a certain extent, I'm not really in control of the plot and I'm never in control of what role a particular thing will have in the protagonists story. Meaning is something that is largely created by the player. Likewise, since I don't think of these things as being problems specificly for the PC's, I also tend to not think of them as having particular solutions. It really doesn't matter to me whether crossing the desert is turned into a social challenge, or the PC decides to deal with the obstructive lackey by beating him into unconsciousness in a dark alley.</p><p></p><p>The same is to a large extent true of NPC's. I place them because someone like them should be there to be true to the setting. But I'm never sure what role they will have in the story until the players interact with them. The honorable nobel of martial bearing and a goodly heart I thought might become an ally, but instead he became through a series of mistunderstandings an enemy. The apprentice clerk who I thought might be a short term foil and appear in one scene, instead became a henchmen who has been one of the more important NPC's. The adventure that the players are on has always contained backup plans in case the players decide the villains are heroes and the heroes villains. It is hard not to make guesses at how the PC's will interact with NPC's, but it is a mistake to treat your guesses as facts or plot points and force them onto the story.</p><p></p><p></p><p></p><p>With all that in mind, I find the above statement just about impossible to parse to understand exactly what you mean by it. I tend to award full XP to full solutions to a problem - permenently breaking a curse, killing a dangerous foe, turning a foe into an ally, disarming a trap, etc. I tend to avoid only half XP to temporary solutions - successfully crossing a trapped room without detecting the trap, evading a monster through stealth or speed, driving a monster away without killing it, temporarily abating some magical problem - and then give the remaining XP when or if the problem is fully dealt with. I don't really care how you deal with a problem fully so that it can't or doesn't reoccur. In the case of a bureacrat or courtier that made it his mission in life to create problems for a PC, there are any number of permenent solutions to the problem - you can see that he loses his position or is jailed, you can intimidate him to the point he never dares thwart you again, you can discretely assassinate him, you can win him over and convert him to a loyal ally, and probably several other solutions that don't immediately occur to me. How much XP that is worth depends to me on not just how powerful the NPC is, but on how much interaction there has been and how obstructive the NPC has become. The NPC has to have risen past the stage of being a nuisance to have the same importance as something actively trying to kill you.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6091798, member: 4937"] I don't tend to place things with the purpose of them being obstacles. The castle's gate is guarded, not to be an obstacle to the PC's, but because in general castle gates are guarded. The desert is difficult to cross, because it's a desert, and the desert is there because at certain latitudes and in the rain shadows of mountains deserts tend to form. They don't have plot purposes per se. To a certain extent, I'm not really in control of the plot and I'm never in control of what role a particular thing will have in the protagonists story. Meaning is something that is largely created by the player. Likewise, since I don't think of these things as being problems specificly for the PC's, I also tend to not think of them as having particular solutions. It really doesn't matter to me whether crossing the desert is turned into a social challenge, or the PC decides to deal with the obstructive lackey by beating him into unconsciousness in a dark alley. The same is to a large extent true of NPC's. I place them because someone like them should be there to be true to the setting. But I'm never sure what role they will have in the story until the players interact with them. The honorable nobel of martial bearing and a goodly heart I thought might become an ally, but instead he became through a series of mistunderstandings an enemy. The apprentice clerk who I thought might be a short term foil and appear in one scene, instead became a henchmen who has been one of the more important NPC's. The adventure that the players are on has always contained backup plans in case the players decide the villains are heroes and the heroes villains. It is hard not to make guesses at how the PC's will interact with NPC's, but it is a mistake to treat your guesses as facts or plot points and force them onto the story. With all that in mind, I find the above statement just about impossible to parse to understand exactly what you mean by it. I tend to award full XP to full solutions to a problem - permenently breaking a curse, killing a dangerous foe, turning a foe into an ally, disarming a trap, etc. I tend to avoid only half XP to temporary solutions - successfully crossing a trapped room without detecting the trap, evading a monster through stealth or speed, driving a monster away without killing it, temporarily abating some magical problem - and then give the remaining XP when or if the problem is fully dealt with. I don't really care how you deal with a problem fully so that it can't or doesn't reoccur. In the case of a bureacrat or courtier that made it his mission in life to create problems for a PC, there are any number of permenent solutions to the problem - you can see that he loses his position or is jailed, you can intimidate him to the point he never dares thwart you again, you can discretely assassinate him, you can win him over and convert him to a loyal ally, and probably several other solutions that don't immediately occur to me. How much XP that is worth depends to me on not just how powerful the NPC is, but on how much interaction there has been and how obstructive the NPC has become. The NPC has to have risen past the stage of being a nuisance to have the same importance as something actively trying to kill you. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
You're doing what? Surprising the DM
Top