Woodclaw wrote:In my games I start with one simple consideration: is that an opponent that my player can face somehow?
If the asnwer is "no" then I'd consider the creature as an environmental hazzard or a scenery effect
I prefer to know
why players can't take on an adversary. Is it because it's too strong? Too skilled? To scary? Whatever it is, we should be able to represent it in the rules somehow.
Let's imagine a ludicrous edge-case:
LM: "And behind the door you find... a fly!"
Player: "A giant fly?"
LM: "No, just an ordinary one."
Player: "I swat it and move on."
LM: "You can't swat it: it is the greatest fly ever, and you cannot overcome it."
Player: "Why not? What happens when I swat it?"
LM: "It doesn't matter; it is beyond your ability to defeat."
Player: "But it's just a fly! What's stopping me from swatting it?"
LM: "The fly is more powerful than you're capable of imagining."
Player: "How? What's it doing?"
LM: "It's flying around."
Player: "It's just a regular fly?"
LM: "Yes."
Player: "I grab it and squish it."
LM: "You can't."
Player: "Can I make an Athletics roll?"
LM: "No, you it's beyond you."
Player: "Can I attack it with my sword?"
LM: "No."
A stupid example, yes, but it shows how simply declaring something unbeatable without backing that up can fail. Use the stats to show us
why the players will fail when they try to take it on, and always give them the
option of taking on something unbeatable.