Bring
Gen Con Home!
Whats
a DM to Do?
By
Jonathan Tweet
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Fake
Out
Use
harmless encounters to determine the PCs routine, then spring
a dangerous encounter on them without warning.
Usually,
when youre about to spring a threat on the PCs, you have to
take pains to find out what precautions the PCs are taking. That
telegraphs to canny players that somethings about to happen.
Heres how to determine their precautions without ruining your
surprise.
Present
the party with an ambiguous encounter that they react to as if its
dangerous (e.g., peasants with a wagon want to pass through a gate
that the PCs are guarding). In fact, the first encounter is harmless,
but it puts the players off guard and lets you see how the characters
deal with potential threats. (If youre lucky, theyll
also waste some spells on the harmless encounter.) Next, present
a second, similar harmless encounter. Present it casually, and let
the players say that they handle it "like they handled the
first one" without going into detail. When the third or fourth
ambiguous encounter happens, you can spring a combat on them without
telegraphing your intent. You already know what the PCs precautions
are because they determined their routine with the first encounter.
With luck, you genuinely surprise the players.
Monster
Combos
Sometimes,
two types of monsters work especially well together. If a combo
is especially nasty, provide an XP bonus (like +10%) over and above
the monsters combined XP awards.
Ogre
+ goblins: The ogre is the muscle and the main threat, but the
goblins maneuver to give the ogre flanking bonuses, to keep the
ogre from getting flanked, and to threaten the back-rank spellcasters.
Trolls
+ hell hounds: Fireballs dont affect the hell hounds,
so half of the spells potential goes to waste.
Harpy
+ monstrous scorpions: The harpys song doesnt affect
the nonintelligent scorpions, so they can fight normally while the
group has to deal with the harpys song.
About
the Author
Jonathan
Tweet, a senior designer at Wizards of the Coast, led the 3rd Edition
D&D design team and authored the new Players
Handbook. Since 1986, he has freelanced, self-published, and
worked full time in the adventure game industry. His other design
credits include Ars Magica, Over the Edge, Everway, and support
material for AD&D, Magic: The Gathering, Netrunner,
RuneQuest, and Talislanta.
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