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[-] hypnicjerk@lemmy.world 94 points 4 days ago

you're definitely right about the time limit. at that point you are about 5 minutes away from every spell in the party's arsenal being cast on that crown, followed by the main quest getting derailed by the mystery of the plot armored artifact.

[-] BleatingZombie@lemmy.world 23 points 4 days ago

I'm extremely naive when it comes to tabletop RPGs

Is there any kind of "plot says no" response to magic? Something like the doors in oblivion where you need a key to unlock

[-] hypnicjerk@lemmy.world 12 points 4 days ago

there's two answers to this question, one is mechanical and one is social. you as the DM can tell the players no not now, and they can't do anything about it, but that doesn't mean they won't try to do something about it, which depending on the group could be an issue.

so in this scenario a good DM could whip up some misdirection, for example set up a traveling artificer who just passed through town a couple weeks back and who the players could track down as a lead - conveniently in the direction of the main quest objective.

this is hard to do on the spot.

[-] drosophila@lemmy.blahaj.zone 5 points 4 days ago* (last edited 4 days ago)

IMO this is kinda one of the problems with DnD 5e, at least if you want to do certain kinds of stories.

The players just have so many tools at their disposal to do anything and everything that its hard to put them into a challenging situation that:

A) Doesn't involve combat

and

B) Isn't a completely artificial-feeling scenario that's been engineered specifically to negate all of the "I don't have to care about this" buttons that players have on their sheets.

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this post was submitted on 19 May 2025
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