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Post by meribson on Oct 3, 2017 18:30:50 GMT
While I was a little disappointed that the episode wasn't about using guns in fantasy, it was still a great episode. Giving me ideas for the continental badlands to the SW of the Green Coast in my setting. Every fantasy world needs an undead infested badlands!
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Post by DM Lord Neptune on Oct 4, 2017 1:46:52 GMT
Reminds me of the high level zones in Guild Wars 2. But the thought of waves of undead every lunar cycle blew my mind. I'd be so terrified even though it would be predictable to try and defend against the horde.
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Post by tigrannosaurus on Oct 5, 2017 10:10:23 GMT
I really liked this episode - i loved the potency of the word picture 'stacking the gunpowder' and the simplicity of the rationale - stack it up so its easy for players to set it off.
really good way to give them agency and let them kick off the story threads that appeal to them... one way or another
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Post by 00dlez on Oct 5, 2017 13:44:44 GMT
So I'll admit, its been some time since I've run an actual table top campaign, but I have been working on my own setting for several years now. When I eventually start DMing again, I've given a lot of thought as to what happens to all the gunpowder once it's stacked and the PCs decline to act? Does it go off on it's own? Does it slowly deescalate on it's own? How do you determine which way it goes? This can apply to big and little events and I'm wondering what you all do to address it (or do you not address it)?
I guess a cleaner/shorter question is, how do you decide how to move plots with stacked gunpowder forward in the absence of PC action?
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Post by DM Lord Neptune on Oct 6, 2017 13:54:59 GMT
So I'll admit, its been some time since I've run an actual table top campaign, but I have been working on my own setting for several years now. When I eventually start DMing again, I've given a lot of thought as to what happens to all the gunpowder once it's stacked and the PCs decline to act? Does it go off on it's own? Does it slowly deescalate on it's own? How do you determine which way it goes? This can apply to big and little events and I'm wondering what you all do to address it (or do you not address it)? I guess a cleaner/shorter question is, how do you decide how to move plots with stacked gunpowder forward in the absence of PC action? I wrote an adventure for 3.5E a while ago that had this element built in to it based on in game timers. At the start of the game (brand new characters and group), there would be multiple beginner quests (Save the farm from rats, clear a goblin cave and get some loot, etc), but all the while I kept track of what date it was in the game world and at specific intervals, things would escalate with the background event the players weren't even aware of yet. The first sign would come at day 5. Earthquakes and a noticeable sound from the mountains. If ignored, a few days later, there would be obvious signs of a visible (with a proper check beating the DC) black disk floating above the mountains. Over the next few days, the disk would grow... and grow... and grow... whether or not the PCs decided to act. If they continued to ignore it (the group fell apart before we got really anywhere due to one of the members having a baby and others not having time), then monsters would start appearing outside the city of increasing difficulty. Eventually, the area would get overrun with demons instead of skeletons. Then it would reach it's final size after a month or so in game time, at which point the demons would be quite powerful. At that point, the only way to stop it would be to enter the portal at the source and destroy the orb that was allowing it to stay open, and then escaping back to the real world, at which point the monsters that did escape would be pulled back into their hellish dimension, saving the area/world. If they fail, then it would mean that the capital city's army, who were already on the way to investigate, would now be in a war with this demon army, which could lead to a whole new campaign in and of itself. Now, there would have been rumors planted before any of this even started. "Crazy old necromancer is rumored to live in the mountains, I bet he's up to no good." And "I heard he has been dabbling in something quite unsavory. Even more so than necromancy!" etc etc. Basically, giving the players every hint that "Hey, this stuff going down at the mountain needs to get taken care of pronto!" If they head there before monsters start showing up, it'd be an easy trek to get to the cave where the necromancer is hiding and casting his crazy ritual, and it would be a simple boss fight to save the area from future peril. To summarize, I believe a good in-game clock with intervals of when big escalations happen can be very effective as long as you give the players every opportunity to take care of the issue before it explodes into something unmanageable. Just make sure that the players are capable of deescalating the situation at any point, even if it will be more challenging the longer it takes to fix the problem.
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Post by joatmoniac on Oct 8, 2017 2:22:20 GMT
So I'll admit, its been some time since I've run an actual table top campaign, but I have been working on my own setting for several years now. When I eventually start DMing again, I've given a lot of thought as to what happens to all the gunpowder once it's stacked and the PCs decline to act? Does it go off on it's own? Does it slowly deescalate on it's own? How do you determine which way it goes? This can apply to big and little events and I'm wondering what you all do to address it (or do you not address it)? I guess a cleaner/shorter question is, how do you decide how to move plots with stacked gunpowder forward in the absence of PC action? These are the perfect questions to ask every step of the way. To further expand on the analogy, some stacks of gunpowder are stacked in a way that they can't be torn down, but can only be set off. I don't think it was said in the episode, but thought is that an NPC can set off or stack higher any stack of gunpowder. In the same way, an NPC could tear down a stack of gunpowder as much as the PCs could. Ex: Two thieves guild's are fighting over control of a town. The players know, but choose to head to the dungeon. When they get back it's up to you and how you stacked that gunpowder as to what happens. It could be where there is no resolution and the two guilds fight it out. Even if they fight they could destroy each other and little being left of either. One side could also quickly devastate the other and now control a vast majority of the town and pushing for more. One side could smooth things over with the other and they have clear lines and structured peace. A third party could be in the wings pulling all the strings and they now control the town in a way that the players don't even begin to understand. So yeah, TL;DR those are the perfect questions to ask of your gunpowder stacks.
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Post by Chickadee (DM Trish) on Oct 12, 2017 17:16:55 GMT
Reminds me of the high level zones in Guild Wars 2. But the thought of waves of undead every lunar cycle blew my mind. I'd be so terrified even though it would be predictable to try and defend against the horde. Same!! I'm totally imagining working the 'Necrotic Coast' into my world with a wall/fortification that is perpetually manned by Paladins. I just can't decide if this never-ending battle front would be consider a punishment or an ideal fighting arena for most people. I lean towards it being a kind of punishment placement since it would be pretty depressing.
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