So, I was having this idea to thrown in an NPC that the players can get information from in an enigmatic and distorted way: the man in the tree, like the one in God of War (though not exactly like it).
- The NPC would be placed on a top of a mountain, difficult to access.
- The area around the NPC would be very mentally unpleasant to the point of giving 1d4 psyquic damage per minute to everyone who stays there. This is so players don't stay there too much or ask too many questions. I can also throw in a chronometer for flavour.
The problem:
- Is kinda copied from God of War, but I don't knoiw this is actually a problem. I think my players would like it if they catch the reference.
- I'm afraid that I end up giving too much information about the events.
- Any event, anywhere, players might want to go there to get information.
- Coming up with enigmatic and well-thought-out answers cannot be done on demand.
What you guys think about this idea? A good one? A bad one? Any thoughts on how to handle or make it better?
If this person is an oracle and all seeing and all knowing remember the future holds many paths. Choosing the best outcome is always something the players should decide. The oracle could give hints that certain paths may lead to tragedy but leave the choice up to the players. If one asks, "What is the best way to keep me safe and alive for all eternity?", then the oracle could show them a version of a 2nd tree with the character there. You have a great opportunity to guide them but you are not obligated to give away the candy store.
When queuing up 100x100 mile plots of land and/or water for my games, to plop down to expand the world when the players reach the edge of the current plot from any cardinal direction, they come with placeholders for a few random towns, dungeons, and adventure objects.
This is a good example of an Adventure Object. Adventure Objects are interest points that can provide a benefit to the players when discovered. I have a table of about 300 that I’m expanding as i please, and roll randomly on it to fill the placeholder when it becomes relevant to the players.
For example
Learning Stones: “memories of the world fill your mind as you step into the grove of this Stonehenge formation”. Gain experience equal to half towards your next level
Weave touched Oasis: Instantly regain all spell slots
If you're concerned about them cheesing the man in the tree, you could always make the price of obtaining answers higher. Gold, levels of exhaustion, spell slots, hit dice, permanent reduction to max hp, etc. If there's more of sacrifice involved, they will be more selective with their questions.
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So, I was having this idea to thrown in an NPC that the players can get information from in an enigmatic and distorted way: the man in the tree, like the one in God of War (though not exactly like it).
- The NPC would be placed on a top of a mountain, difficult to access.
- The area around the NPC would be very mentally unpleasant to the point of giving 1d4 psyquic damage per minute to everyone who stays there. This is so players don't stay there too much or ask too many questions. I can also throw in a chronometer for flavour.
The problem:
- Is kinda copied from God of War, but I don't knoiw this is actually a problem. I think my players would like it if they catch the reference.
- I'm afraid that I end up giving too much information about the events.
- Any event, anywhere, players might want to go there to get information.
- Coming up with enigmatic and well-thought-out answers cannot be done on demand.
What you guys think about this idea? A good one? A bad one? Any thoughts on how to handle or make it better?
If this person is an oracle and all seeing and all knowing remember the future holds many paths. Choosing the best outcome is always something the players should decide. The oracle could give hints that certain paths may lead to tragedy but leave the choice up to the players. If one asks, "What is the best way to keep me safe and alive for all eternity?", then the oracle could show them a version of a 2nd tree with the character there. You have a great opportunity to guide them but you are not obligated to give away the candy store.
Best of Luck.
- Mikalis -
When queuing up 100x100 mile plots of land and/or water for my games, to plop down to expand the world when the players reach the edge of the current plot from any cardinal direction, they come with placeholders for a few random towns, dungeons, and adventure objects.
This is a good example of an Adventure Object. Adventure Objects are interest points that can provide a benefit to the players when discovered. I have a table of about 300 that I’m expanding as i please, and roll randomly on it to fill the placeholder when it becomes relevant to the players.
For example
Learning Stones: “memories of the world fill your mind as you step into the grove of this Stonehenge formation”. Gain experience equal to half towards your next level
Weave touched Oasis: Instantly regain all spell slots
If you're concerned about them cheesing the man in the tree, you could always make the price of obtaining answers higher. Gold, levels of exhaustion, spell slots, hit dice, permanent reduction to max hp, etc. If there's more of sacrifice involved, they will be more selective with their questions.