When a sorcerer casts summon elemental they "call an elemental into being". I'm trying to calibrate how much control it would be most fun for my PC's to exsert over this process.
The example elementals we have all have interesting stories to tell about them and it appears that this was the primary goal of their writers. But having a story hook isn't inherently incompatible with having useful powers, and I don't always want to wrap a play session around a spell that someone cast. If I make them sufficiently cool,. I'm tempted to let the PC's create earth elementals that can assist with road construction, wood elemental gardeners and air elementals who blow on the sails of ships.
How much of a toolbox to solve a broad array of problems is going to be best? Where do you go from engaging with a story in a cool way to circumventing a story with BS?
How would you go about it?
The example elementals we have all have interesting stories to tell about them and it appears that this was the primary goal of their writers. But having a story hook isn't inherently incompatible with having useful powers, and I don't always want to wrap a play session around a spell that someone cast. If I make them sufficiently cool,. I'm tempted to let the PC's create earth elementals that can assist with road construction, wood elemental gardeners and air elementals who blow on the sails of ships.
How much of a toolbox to solve a broad array of problems is going to be best? Where do you go from engaging with a story in a cool way to circumventing a story with BS?
How would you go about it?
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