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<blockquote data-quote="amethal" data-source="post: 4091373" data-attributes="member: 22784"><p>In my campaign, all of the PCs are spellcasters except for one. (And that one has since multiclassed into cleric <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>I asked the non-spellcaster to be a member of the resistance, to which the player agreed. I removed Torrent, and used the PC as the resistance representative at the meeting.</p><p></p><p>The fact that the others were spellcasters and fearful of the Ragesians gave them an incentive to attend the meeting in the hope of getting resistance aid</p><p></p><p>They readily agreed to help out the resistance as it meant leaving the city and heading for the "safety" of Seaquen.</p><p></p><p>I disagree with the "railroad" objections in respect of adventure 2. The geography of the region and the location of enemy armies means the most sensible route is through the Fire Forest. If you are going through the forest, then it makes sense to follow the road.</p><p></p><p>Once they are in the forest, the PCs get caught up in a three way conflict between the "fire spirit", the fey and the bearded devil. Its up to them which side they support (my PCs changed sides twice during the adventure, managing to support each faction for at least some of the time).</p><p></p><p>The only thing they can't do is "give up and go home". Once they enter the forest they have to resolve the conflict one way or another. I suppose some might see that as railroading. </p><p></p><p>Personally I'm fine with the idea that adventurers sometimes get themselves into a hole through no fault of their own, and then have to figure out how best to get themselves out of it.</p></blockquote><p></p>
[QUOTE="amethal, post: 4091373, member: 22784"] In my campaign, all of the PCs are spellcasters except for one. (And that one has since multiclassed into cleric :) ) I asked the non-spellcaster to be a member of the resistance, to which the player agreed. I removed Torrent, and used the PC as the resistance representative at the meeting. The fact that the others were spellcasters and fearful of the Ragesians gave them an incentive to attend the meeting in the hope of getting resistance aid They readily agreed to help out the resistance as it meant leaving the city and heading for the "safety" of Seaquen. I disagree with the "railroad" objections in respect of adventure 2. The geography of the region and the location of enemy armies means the most sensible route is through the Fire Forest. If you are going through the forest, then it makes sense to follow the road. Once they are in the forest, the PCs get caught up in a three way conflict between the "fire spirit", the fey and the bearded devil. Its up to them which side they support (my PCs changed sides twice during the adventure, managing to support each faction for at least some of the time). The only thing they can't do is "give up and go home". Once they enter the forest they have to resolve the conflict one way or another. I suppose some might see that as railroading. Personally I'm fine with the idea that adventurers sometimes get themselves into a hole through no fault of their own, and then have to figure out how best to get themselves out of it. [/QUOTE]
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