How do you go about establishing the relative 'strength' of an 'oppositionistic' encounter? Meaning how do the players know which is a realistic choice they have in an encounter?Which is why I tend to:
My most memorable example was re-skinning an Aboleth to a giant sentient tree. Its roots and leaves spread out throughout the woods instead of a watery domain. Otherwise it was the same creature and no one knew. Awesome.
- avoid describing creatures by their names,
- re-skinning them to have a completely different appearance
- avoid using the popular monsters altogether.
I did like the Tome of Foes, though (for brand new monsters).
From Paizo Forums linking rpg.stackexchange
Paizo said:What is Agency?
I personally define agency by three criteria:
1. The player has control over their own character's decisions.
2. Those decisions have consequences within the game world.
3. The player has enough information to anticipate what those consequences might be before making them.
How do you do #3?