06-02-2018, 08:46 PM | #11 | |
Banned
Join Date: Mar 2018
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Re: Wandering Monsters in TFT
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But as you did, we found this principle superior for creating a logical and dynamic system for engaging a TFT Adventure Party with a Monster or Beast from within it's local lair, exactly as you described. The proximity sensing principles of the Leon Theremin's work, also appear be the same principles at work as those now found in the Back-up Sensors in the Tesla Automobile. JK Last edited by Jim Kane; 06-02-2018 at 09:02 PM. Reason: Typo |
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06-03-2018, 10:02 AM | #12 | |
Join Date: Feb 2018
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Re: Wandering Monsters in TFT
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06-21-2018, 05:15 AM | #13 |
Join Date: Sep 2005
Location: Arizona
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Re: Wandering Monsters in TFT
I attended GenCon ages and ages ago and while there I attended a GM workshop where we designed an adventure. This was a 3 day event and covered things like "Do you trap the bathroom door" where traps and how they are used was discussed as well as 'wandering monsters and why they don't'. This second topic dealth with why there should never be 'wandering monsters' in a 'dungeon' setting. Like every goblin is a mamber of the tribe and if you kill the goblins patrolling area Y there will be fewer goblins later on. Or, is the Ogre who stomps around the well in league with the goblins or could he be goaded into attacking the goblins for you? to, what are the goblins who are not on patrol or guard duty doing? And even, If these are wandering monsters, why haven't they killed or been killed by the goblins?
Basically it came down to, there should never be random encounters with wandering monsters. So many modules written for a widely popular, but poorly designed, game system never took this into account, even at the time I was taking this seminar and for many years after.
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06-21-2018, 07:41 AM | #14 | |
Join Date: May 2018
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Re: Wandering Monsters in TFT
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