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you don’t want to make them lose their weapons or something like that.


Goblin-King wrote:you don’t want to make them lose their weapons or something like that.
Yes I do! Don't you?
Frankly I agree with chaotic... Heroes need to die! Kept down... Like weeds...
Chaos Spells, Rolling boulder traps, whatever... It's all good. There's a reason it's called the EVIL wizard player.
Of course it's a bit of a moral dilemma when you are both the designer of a quest and the opponent player.
Are you an *Play-Doh factory* if you design a quest so hard you know heroes are gonna die? If you put rust spells in just to strip them of their equipment.
But really, the way to go is to don't let them get too powerful in the first place.







torilen wrote:As far as killing heroes or making them lose things (weapons/armor/etc)...I like to try and go with the formula
that Wizard's uses for D&D adventures. A good adventure should take up 2/3 to 3/4 of the resources...BP, spells,
healing potions, etc.






Goblin-King wrote:I think that's a great way to describe Morcar's role![]()
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Just because HQ is much much simpler than D&D doesn't mean that the Evil Wizard player isn't a DM/GM.
He (sometimes) writes the quest, he reads the story/intro, controls the game world, describes what happens (The zombie in the room is actually Karlen...).
Heck some EW-players sometimes change things on the fly; are in fact the god of the game world!
It may be light DM'ing, but like it or not it's still DM'ing.


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