| Lars Lundberg 419 |
I couldn't agree more about teleport and magic of its ilk being a problematic magical effect. How can you have epic quests without the long arduous journey. I think players and some GM's have come to see the trip from point A to point B as simply a number of random encounter rolls and a handful of Survival checks. What a missed opportunity! My partners and I are working on some guidelines for our next adventure about forming expeditions and setting up semi-permanent base camps so PCs can enjoy some of the benefits of home without the need to teleport to their favorite magic shop after every session.
I also dislike the spells I like to call "suspense-killers". Stuff like detect secret doors, detect evil, find the path, true seeing, commune.