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"Fantasticalisms"

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Blogger Nate said...

I think not fighting the same kind of monster twice is bit rough. I can understand the logic behind though. Instead maybe it could be: Never fight the same monster in the same way. A giant spider that lives in the web that is blocking the cavern is one thing, but a giant spider than pounces on you and secretes a paralyzing venom is something completely different.

I think it's all right to have dungeons that others have gone to before, but those who come out of the dungeon have never made it all the way through, lost friends along the way, been horribly scarred physically and psychologically in the process, and seen some crazy monsters - though their descriptions of said monsters are far from accurate.

September 25, 2011 at 3:14 PM

Blogger Zak Sabbath said...

@nate

I like it rough.

September 25, 2011 at 3:22 PM

Blogger Unknown said...

Love this...I am starting to do this in my own game. Doing the same thing over and over is boring. You have given some great ideas.

September 25, 2011 at 3:36 PM

Blogger Welcome to Dungeon! said...

-No self-referential "screwjob" monsters: Oh-you-thought-it-was-a-rust-monster-but-really-it's... Trickery is fine. Trickery that assumes the players think the world's a bunch of tropes strung together isn't.

Thank you for calling this one out, because it's poison. (Notably common in hated 2e-era adventures.)

September 25, 2011 at 4:09 PM

Blogger Zak Sabbath said...

@welcome

When I'm a player, I don't mind. If the DM's using tropes then, hey, why not use antitropes? It's just not fun form me as a DM

September 25, 2011 at 4:29 PM

Blogger Welcome to Dungeon! said...

When I'm a player, I don't mind. If the DM's using tropes then, hey, why not use antitropes? It's just not fun form me as a DM

To each their own but it's a buzzkill for me as a player.

September 25, 2011 at 4:56 PM

Blogger Tom Lando said...

"No self-referential "screwjob" monsters: Oh-you-thought-it-was-a-rust-monster-but-really-it's... Trickery is fine. Trickery that assumes the players think the world's a bunch of tropes strung together isn't."

I remember playing a game once where a mountain lion turned out to be a Krenshar, and I really liked the whole "you thought it was a normal cat but then the skin peeled back off of it's face" element. Does this count?

September 25, 2011 at 8:34 PM

Blogger Zak Sabbath said...

@Tom

Not at all. A mountain lion is something everyone knows, not a convention only known to D&D veterans.

A troll that's --OH MY GOD!--not vulnerable to acid! Is more what I'm talking about--or a Rakshasa that's not a rakshasa, just a tiger head guy in a smoking jacket. these are plays on D&D-specific tropes. And I don't like them.

September 25, 2011 at 8:44 PM

Anonymous Anonymous said...

"Using the word "dragons" plural, is a warning sign."

I was intrigued by that line. Do you mean it's a warning to the players (i.e. "A dragon alone is bad enough; dragons, plural, mean you're dead.") or as a warning to the DM (i.e. "If you overuse dragons you risk cheapening them and reducing their impact.")?

September 25, 2011 at 10:45 PM

Blogger Zak Sabbath said...

@morganmay
definitely the second

September 25, 2011 at 10:48 PM

Anonymous Anonymous said...

@Zak
I always kind of struggle with that. Dragons are in the title of the game and players expect to encounter them, but as I see it, the whole point of dragons is to be unique and terrifying. I think in my next game I'm going to try to split the difference by treating dragons almost as major (rare) terrain features. No sane person enters the territory of a dragon. Merchant caravans will go far out of their way to avoid a dragon's lair, and those that don't tend to disappear without a trace. Dragon lands are largely unexplored and could contain creatures that have died out elsewhere, giving them kind of a Lost World vibe. That way the players are aware of dragons from early on and their presence is felt in the campaign but they are rarely, if ever, actually encountered. And when a dragon is slain, it's a major event not just for the players but for neighboring kingdoms, as the dragon's lands suddenly become available for exploration and settlement.

September 25, 2011 at 11:09 PM

Blogger John said...

Another take on magic items: Cursed items should be the norm. When you find a magic item, if you're smart you won't touch it, you won't even look at it. Very carefully, you can try to ascertain whether it's safe to examine, and if it is, with great trepidation you can try to figure out how to use it without triggering it against you.

An example would be the Bowl of Commanding Water Elementals from the DMG, except that it's huge and heavy, and if you gaze into the water without the proper command words/etc it forms a water weird that tries to kill you. (and even if you use it successfully you still have to control the elemental through force of will)

Items you can actually carry around with you should be unreliable or dangerous even if you know the right way to use them. A cursed berserker sword that when unsheathed makes you fight insanely until you or everything around you is dead (but gives you hefty combat bonuses). A lucky coin that lets you make rerolls, but sooner or later all your bad luck comes back at once. A few items are actually more or less safe to use; those are the ones that players will cherish.

Also, it seems to me that having numerous magical items in one place should be dangerous in itself. If you have a party of five people each with two or three different magic items, all those powerful objects in close proximity should definitely pose a risk of some kind.

September 26, 2011 at 3:24 AM

Blogger noisms said...

Great post.

-Don't write down any detail of the game world unless you're having fun writing it down.

and

-If it looks dumb in my head, I'm not putting it in the game.

bear repeating ad nauseum.

September 26, 2011 at 5:13 AM

Blogger arcadayn said...

@John -Yes! The Dungeon Crawl Classics rpg is handling magic items in a very similar fashion. In fact, their manifesto for the game is very similar to what Zak is extolling above.

September 26, 2011 at 4:06 PM

Blogger Verdancy said...

The magic items thing makes me think the problem is with the D&D ruleset: there's not enough granularity in the mundane items so your progression goes sword-masterwork sword-magic sword. Instead of starting with crappy scavenged equipment that keeps breaking so when you get a proper new sword that's great and "never dulls and can't break" is actually something you want in a weapon rather than a bit of flavour.

Might stem from the idea that everything should be balanced, particularly with armour- cobbling together a full set of metal armour over the course of a few sessions is miles cooler than trading between splintmail plus 1 and splintmail plus 2, but too many games use some sort of rule that means the amount of protection having more armour gives you is balanced out exactly by reduced mobility, meaning the only way up is magic.

September 26, 2011 at 6:20 PM

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