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Spiderfist Island posted:Recycling Your Old Setting Ideas There was a time when I was still just running oneshots, but I always set them in the same world, just with different groups playing in it every time, with me building upon the assumptions and consequences left behind by the previous group as a seed for the next (oblivious) group's adventure. I found it easier and less straining on creativity to not have to come up with a different premise for stuff every time, but of course there's an element of care required so that you're not just playing out what you the GM hope to want to happen and foisting off your expectations on some other group that has no idea you're bringing baggage into the game.
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# ¿ Sep 15, 2016 02:48 |
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# ¿ May 10, 2024 04:25 |
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Here's a setting-related question: the players have solved the mystery of the missing cows, and have tracked the goblin thieves to a nest of goblin warrens. They're about to enter a dungeon of, say, 12 rooms/scenes, with maybe two-thirds of those having goblins inside. How do you create variety within the various goblins so that they're not just varying amounts of "goblin with a sword", "goblin with a crossbow" and maybe "shaman-esque goblin who can throw firebolts"? Or could this be "enough" and the variation comes from the terrain of the different scenes, in the same way that raiding a human-occupied barracks would similarly only yield variants of pikemen, archers and hedge wizards and still be interesting?
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# ¿ Oct 3, 2016 16:22 |