You roll most of the dice in HPN20; what about the d% for Teleport at the end of CC9? Did you decide that plotwise you needed to force a specific outcome (not asking which)? If not, did you roll it as Milo cast, or before writing the next chapter?

The place he’s going to is familiar (not saying where), so he has a 97% chance to land on target. When the odds are that stacked, I don’t generally roll, though there are exceptions (he bungled a pretty simple Concentration roll last chapter, for example, which I think actually made the story more interesting as a result). I also don’t often roll when looking up the exact numbers would take an inordinate amount of time, because it would break the flow of my writing process. Sometimes in such a case I just roll a d20 and go with my gut (18? looks pretty good!), which is a pretty common DMing trick. But if I were to roll for Teleport, I would do so when storyboarding the next chapter, which I generally do the Monday after release.


Writing Milo out of ridiculous situations is as much fun, if not more fun, than writing him into ridiculous situations (me and my brothers were up all night trying to figure out how Milo would get out of that potion test way back in Natural 20, for example, and it was a total blast). It took a while way back when for me to get used to switching between thinking like the DM and the PC in this particular adventure, but now it comes naturally to me. DM Milo into some deathtrap, PC Milo right back out of it again. Or not, in that one case.

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Published on October 09, 2014 18:20
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