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-Unbearable heat: As with cold, unless you are prepared or forced to
go in, you will avoid too hot zones.

-Hordes of monsters: If hordes of monsters are roaming in the plains
outside the city walls, chances are that you will avoid to cross it unless
you’re powerful enough to keep the monsters at bay.

CONSIDERATIONS:  There are a few things that you must consider
before introducing them into your game that might prevent players from
going “out of bounds”. Allowing certain spells or having a certain level
of technology might cause a lot headaches if you want the players to
stay inside a certain area, try to think about it before allowing them in
your campaign.

-Horses, camels or other riding beasts: Although they aren’t really
hard to deal with, horses will allow the adventurers to travel much faster
than by foot in many terrains and the distance factor might be
interpreted differently by players whether they have a mount or not. For
example, if the player wants to reach a place that takes a few weeks by
foot, they might not want to go unless they have provisions but if it
takes only a few days on horseback, they might attempt the journey
unprepared. Mounts can also cause the contrary effect and slow down
the party in certain conditions: In swampy area or on a rocky steep
mountain pass for example, the horse could slow you down and might
get injured, slowing the group even more.

-Airships, zeppelins or other flying transport: This type of
transport unless very expansive or restricted to a few landing areas
would allow you players to reach almost any area in record time, think
of it before letting them in your campaign. Of course, a zeppelin can
catch fire, can get hijacked or could be caught in a storm if you really
need to stop your players for reaching a certain place. Another idea
could be a dysfunction or lack of fuel.

-Trains: They are fast and can put your players hundreds of miles from
where you want them in a matter of hours. The advantage is that their
course is restricted to the tracks leading them and a fee is usually
expected to get on board. In case of emergency, a train could derail :-).

-Fly or teleportation spells: These spells, unless the materials to
cast them cost a fortune could really give you trouble if you want to
keep your players on a leash, especially if they allow the entire group to
benefit from it. If you allow them, here’s a few way to slow or stop them:
Air monsters or war flying machines could attack the player, watch
towers with archers or spell casters might prevent them to get inside or
out from a designated area and storms or magical disturbances can get
them off course.
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