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-Deadly traps: If detected, a well place trap will stop adventurers not
equipped to disarm it or really slow down those who can disarm them.
An undetected trap stop them dead or cripple them.

PSYCHOLOGICAL LIMITS: Although not preventing the players from
leaving the designated area, these limits can instill enough fear in the
players that they won’t want to leave the area or won’t step much
deeper in the “forbidden zone.”

-Guarded areas: A place that is heavily guarded is hard to get in
unless you bribe the guards, sneak or hack your way inside.

-Quarantined zone: A population in quarantine is usually guarded well
enough to prevent anyone to come in or out. Also, if the goal is to come
inside the quarantined zone, the reason that it has been quarantined
can stop the player from even wanting to come in (who wants to enter a
plagued area unless he has really good reason to do so).

-Haunted area: If an area is haunted, most people won’t want to get
inside for fear of what’s inside, the area might also be guarded for
safety reason. Letting the player glimpse what lies inside might also
scare low level players.

-Gossips, legends and rumors: Terrible legends, gossips of a
powerful monster roaming the area or the rumor of a plague can scare
most people and only foolish or experienced player will want to see if
the legend is true.

-Large desert: Hot desert heat cause dehydration, food is scarce and
are disorienting. Cold deserts can cause hypothermia, food is also hard
to come by and are also disorienting.  

-Dragon patrolled areas: If you see dragons patrolling in circle night
and day over an area, chances are that you won’t want to get into that
area, unless you are really powerful and well prepared.

-Army siege: If the city the players are inside is under siege, they won’t
be able to get out of it unless they are really cunning.

-High passage fees: If the only way to get to an area is to pay a
fortune (fee for crossing a bridge, getting on a ship, zeppelin or
crossing a portal), the player will have to find that money or be willing to
bribe, sneak or kill.

-Forbidden areas: A place that is forbidden will prevent most
characters who follows the law, also these area are often guarded and
some terrible legends can accompany them and most will turn back.

-Forest fire: A raging forest fire will turn around any character that
doesn’t have magical fire protection. Also, changing winds can instill
enough fear to prevent players to go anywhere near it due to its
unpredictability.

-Deep cold: Unless you have proper equipment or spells, no one can
survive for long in a cold environment and player will avoid these
regions unless they are prepared or forced to go in.
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