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In-map QA transits

.... With in-map transits, I mean transits which port you to a different spot in the same map. Such transits are used in several quests (Steampipes, Sewertown Chosen, Trolls) - These transits make it entirely too easy and irresistable to 'abuse' (often being forced through, because you can't really run any other way) which leads to complicated 'IC/OOC' situations where only PCs can use the transits- not NPCs.

QA-ones lead to awkward situations for both DMs DMing and Players using those transits as their only way to escape. You can just take the transit and chill out because enemies won't be able to follow.

My suggestion is to reduce/entire remove and find an alternative for these transits, or at least not add any further. It's probably a drag to do, but seeing as how it's frowned upon by DMs and players alike, it's probably something which might require a looksie at.

PS: Next quote is me accidentally quoting myself in an attempt to edit a typo!

I am not really a fan of these myself, but I'm not certain how feasible removing all of them would be.

However, I just want to be clear that simply running away across a transition is fine.

The issue is when a PC or party repeatedly pop in and out of a transition knowing the AI won't follow, and use it like a sort of magic shield to protect them.

Even if these things can't all be removed, I don't think it's too much to ask for players not to do this!

Just don't abuse it by doing it repeatedly. If you're forced to do this multiple times then you are basically beaten and should just retreat and cancel the quest, IMO.

I'm not really interested in removing them all, though, because I'd rather have interesting maps than just giant, unexploitable flat-zones.