GPuzzle
2014-02-11, 12:23 PM
303. If you want a story-based game, the players find a way to turn it into a grindfest. If you want a simple and basic dungeoncrawl, the players will find a way to turn it into a deep, philosophical game with even the dumbest PCs making an important points in that discussion on wheter or not it is a good idea to kill the Minotaur.
304. If you tell a player what something does in general, expect him to use it to a weird extent. Use them as plot hooks. If you mention spilled blood where they haven't been yet and a player decides to make a Nature check, use it as a plot hook.
305. You know, the players will want to go into inns and taverns. Use it to your advantage and allow the tavern to be an adventure.
306. Tucker's Kobolds and any variation of them shall be used when your players find the game too boring. Let's see them bored when those rocks are raining on them, together with just about every trap in the world and oil flasks on fire.
304. If you tell a player what something does in general, expect him to use it to a weird extent. Use them as plot hooks. If you mention spilled blood where they haven't been yet and a player decides to make a Nature check, use it as a plot hook.
305. You know, the players will want to go into inns and taverns. Use it to your advantage and allow the tavern to be an adventure.
306. Tucker's Kobolds and any variation of them shall be used when your players find the game too boring. Let's see them bored when those rocks are raining on them, together with just about every trap in the world and oil flasks on fire.