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Hidden 9 yrs ago 9 yrs ago Post by Raineh Daze
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It seems like a better idea to give exposition in parts as the party is going to and through the dungeon, instead of all at once several miles away from it. I mean, that's how most stories with a prominent dungeon in it go. I'm not sure why they do it, but I think it might be for pacing reasons.


That would also make it take longer to get to the dungeon and get the important exposition, because it involves breaking up the journey. Presumably the opposite intention of everyone running off.

You're meant to listen to quest-givers to know what, exactly, the quest is. Even if they're coming with you. Adventuring 101: find out what the hell you're doing if you can.

As for why the post wasn't up yesterday: I was unexpectedly not at home for most of the night, and hadn't been able to get the necessary information earlier due to time-zones.
Hidden 9 yrs ago Post by IncredibleBee
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<Snipped quote by Scrapula>

That would also make it take longer to get to the dungeon and get the important exposition, because it involves breaking up the journey. Presumably the opposite intention of everyone running off.

You're meant to listen to quest-givers to know what, exactly, the quest is. Even if they're coming with you. Adventuring 101: find out what the hell you're doing if you can.

As for why the post wasn't up yesterday: I was unexpectedly not at home for most of the night.


But we already know the quest: kill the evil thing at the bottom.
Hidden 9 yrs ago Post by Scrapula
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It seems the party already knows what to do: delve into the dungeon and clear it out. The important bits can be explained in earnest at the dungeon's entrance, and additional trivia can be given when it becomes appropriate. That's how Gandalf did it, and I'm not one to scoff at his methods.
Hidden 9 yrs ago Post by Raineh Daze
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Because important information about an old, trap-ridden castle is something you leave until someone might already injure themselves?
Hidden 9 yrs ago Post by Scrapula
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Yes. You wait until a decent amount of time before you're likely to run into a trap to tell the party about them. That way, nobody has a chance to forget and you can give out information in a narratively-appropriate way.
Hidden 9 yrs ago Post by Raineh Daze
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Yes. You wait until a decent amount of time before you're likely to run into a trap to tell the party about them. That way, nobody has a chance to forget and you can give out information in a narratively-appropriate way.


Such as right now. It's the exact same scene, only this one doesn't involve giving information to people that didn't stick around to listen to you the first time.
Hidden 9 yrs ago Post by Scrapula
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It's a good bit too early for that. Telling the party all about what they're going to run into hours before they're liable to run into them kinda defeats the purpose of adventuring. It's like reading the module before you play it. The most apropos time to define the potential tricks and traps in a dungeon is shortly before encountering them. Too long before, and you spoil the players. Too long after, and you gave out worthless advice.
Hidden 9 yrs ago Post by IncredibleBee
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Because important information about an old, trap-ridden castle is something you leave until someone might already injure themselves?


But we already know that it's full of traps because other adventurers have explored the top floors already.

Unless Sophia's somehow memorized the trap layout all the way through to the bottom, this can't be that vital.
Hidden 9 yrs ago Post by Raineh Daze
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<Snipped quote by Raineh Daze>

But we already know that it's full of traps because other adventurers have explored the top floors already.

Unless Sophia's somehow memorized the trap layout all the way through to the bottom, this can't be that vital.


How are you supposed to find out if there's vital information if you leave immediately after finding out that there's more information than 'kill something, there's traps'? The adventure hook isn't the entire information provided.
Hidden 9 yrs ago Post by Scrapula
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Maybe @IncredibleBee's character explored it before? His bio says he's a professional adventurer.
Hidden 9 yrs ago Post by IncredibleBee
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<Snipped quote by IncredibleBee>

How are you supposed to find out if there's vital information if you leave immediately after finding out that there's more information than 'kill something, there's traps'? The adventure hook isn't the entire information provided.


For someone with the mindset of "Stab problems, take gold", it's all the information you need.
Hidden 9 yrs ago Post by Raineh Daze
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Maybe @IncredibleBee's character explored it before? His bio says he's a professional adventurer.


... just no. That is the epitome of lazy coincidences.

<Snipped quote by Raineh Daze>

For someone with the mindset of "Stab problems, take gold", it's all the information you need.


Let me know how well stabbing a trap goes.
Hidden 9 yrs ago Post by Shisa
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Well, I think it would probably be best to do explanations on the way there. That way we're multitasking, you know? We won't be doing anything else on the trek over, so we won't end up wasting any time. It is the most efficient option IC, I think.
Hidden 9 yrs ago Post by Scrapula
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Yes. If you explain stuff while walking to and through it, you'll only need to spend a single post walking and talking, instead of two posts talking and then walking.
Hidden 9 yrs ago Post by IncredibleBee
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Maybe @IncredibleBee's character explored it before? His bio says he's a professional adventurer.


Actually Al said he knew guys who were in there, but yeah it'd be no surprise if he'd cleared out an upper floor beforehand.

<Snipped quote by Scrapula>

... just no. That is the epitome of lazy coincidences.


Al is a professional adventurer who makes his living clearing out ancient ruins and killing monsters. How's it a coincidence if he of all people was in an ancient ruin full of monsters?
Hidden 9 yrs ago Post by Raineh Daze
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Al is a professional adventurer who makes his living clearing out ancient ruins and killing monsters. How's it a coincidence if he of all people was in an ancient ruin full of monsters?


Because it just so happens to be a dungeon that is featured in the roleplay first-thing. Any time a character's introduced and able to say 'done it before' on some remarkably specific plot element is lazy writing, unless they were sought out for the purpose of having done it before.
Hidden 9 yrs ago Post by VitaVitaAR
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For one thing, the front entrance is trapped, the stairs are trapped, and those are pieces of information that the paladins and Sophia have definitely been given that would be good to tell everyone else.

The backstory of the ruin may also give everyone a better idea of what to expect from the untouched levels as well.

At the very least we need to do the explanation while on the way there if not before we start travelling, so if someone suggests that IC we can do that. But wandering in there without any briefing beforehand is a bad idea.
Hidden 9 yrs ago Post by IncredibleBee
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At the very least we need to do the explanation while on the way there if not before we start travelling, so if someone suggests that IC we can do that. But wandering in there without any briefing beforehand is a bad idea.


Does the fact that half the party left for the dungeon count as a suggestion? Because if I was a party leader and I needed to tell them something, I'd just catch up and explain on the road.

Also information about the entrance being trapped would be pretty common knowledge, since we've established the upper floors have been partly cleared out before.
Hidden 9 yrs ago Post by Blizz
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@VitaVitaAR

Name:Yorik

Age:12

Gender:sapient undead(formerly human)

Appearance:yorik wears a black ragged cloak that extends down to his knees,this cloak often is trailing in the wind which reveals his ragged brown shirt,he has brown hair and multiple scars on his face

Personality:yorik isn't like others, not because he is undead, but because of what it has done to his mind,(backstory will explain this more)other than this is rather brave and fearless

Brief backstory:yorik was a Mage at heart,at the age of ten he learned how to summon the undead,and eventually he was inducted into a small guild known as the arcane wolves,they treated yorik like a son and despite their antics,Yoriks family was happy that he found something he loved.

One day yorik and two of the arcane wolves were helping the city rebuild their defenses after a battle,when yorik noticed an assassin was hiding behind the barracks,he was very close to the assassin and therefore had half the time needed to yell for assistance,he had called out but was cut off by the assassin who slit his throat,when the people found out about this they were stricken with grief,yorik and the wolves were well known throughout the town and were well respected and to see a member of such a good spirited guild die mortified them

For the past two years the wolves had searched for a way to bring yorik back,they saw him as their own blood and just like his mother and father,wanted to bring him back,and after two years of searching,they had found an incantation to revive the dead

The arcane wolves met in the woods to preform the ritual,they wrote ancient runes in a circle pattern around Yoriks body, sat in a position that made a hexagon and chanted in unison:

We the arcane wolves, tor,hroki,miden and eldin call upon the spirits of the unknown the return our friend yorik to this world,
Insuetey milosoo aldendu senraka milentaso!


Yoriks body was bathed in a blue aura and after a moment,he was on his feet,after two years, yorik was now more than dead, however he was less than alive,what the wolves didn't know was that to revive yorik,their souls would be taken,there were only four of them and to preform the ritual properly,five people were needed,this lead to yorik,now an undead living in the mortal world damaged

Yoriks mind was damaged severely,he had memory only of his name and his magic,he had no ethics,he had no empathy and did now know right from wrong,he did not know why he was alive or his purpose,over time he became an excellent Mage and great in the art of stealth,to this day his still wanders velt,wondering who he is or why he Is.
Hidden 9 yrs ago Post by Scarifar
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@Blizz Well, there's a remarkable lack of grammar. Everything is basically one run-on sentence per "paragraph".

Even ignoring that, he's 1) 12 years old, and 2) has a lack of self awareness and memory. What reason would he have to join a bunch of rugged mercenaries in their quest for gold and glory?
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