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About Morally Correct Outcomes in D&D Adventures [+]
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<blockquote data-quote="Lanefan" data-source="post: 8935880" data-attributes="member: 29398"><p>See below...</p><p></p><p>Short answer: it wouldn't in play. As DM, write-ups on more than one possible ending might help answer a few "what-ifs" for when - not if! - the players do something unexpected.</p><p></p><p>This ties in with the other question above, and the answer is the same: all I could do is just write what I'm gonna write, but make sure to account for the possibilities of different endings/outcomes. Why? Because I'd be writing in the full knowledge that whatever I-as-author might have in mind* is very unlikely to play out at any given table; and if you've ever run the same adventure for two different groups of players you'll have seen this in real-time: no two groups are the same. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>* - unless the adventure is set up as a hard-line railroad that can only end one way, but I wouldn't be the one writing that adventure.</p><p></p><p>Nothing specific. The default ending would almost certainly be one where the PCs win and maybe in/by so doing become celebrated heroes, as that's the usual expectation; but I'd try to at least nod to other outcomes e.g. if the PCs fail, or if they decide to join the enemy, or if they just bail on the whole thing.</p><p></p><p>One thing I would very intentionally avoid, though, would be any appearance of trying to moralize or preach to the DM in hopes that such would be (intentionally or otherwise) passed on to the players during play. Why? Because I'd never want to buy or run such an adventure, and I'm not about to write something I wouldn't want to run. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p></p><p>p.s. I must say these threads are proving very useful to me in one regard: I'm currently in process of writing up some adventures, and there's lots of food for thought to be found here.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8935880, member: 29398"] See below... Short answer: it wouldn't in play. As DM, write-ups on more than one possible ending might help answer a few "what-ifs" for when - not if! - the players do something unexpected. This ties in with the other question above, and the answer is the same: all I could do is just write what I'm gonna write, but make sure to account for the possibilities of different endings/outcomes. Why? Because I'd be writing in the full knowledge that whatever I-as-author might have in mind* is very unlikely to play out at any given table; and if you've ever run the same adventure for two different groups of players you'll have seen this in real-time: no two groups are the same. :) * - unless the adventure is set up as a hard-line railroad that can only end one way, but I wouldn't be the one writing that adventure. Nothing specific. The default ending would almost certainly be one where the PCs win and maybe in/by so doing become celebrated heroes, as that's the usual expectation; but I'd try to at least nod to other outcomes e.g. if the PCs fail, or if they decide to join the enemy, or if they just bail on the whole thing. One thing I would very intentionally avoid, though, would be any appearance of trying to moralize or preach to the DM in hopes that such would be (intentionally or otherwise) passed on to the players during play. Why? Because I'd never want to buy or run such an adventure, and I'm not about to write something I wouldn't want to run. :) p.s. I must say these threads are proving very useful to me in one regard: I'm currently in process of writing up some adventures, and there's lots of food for thought to be found here. [/QUOTE]
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