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Community
General Tabletop Discussion
*Dungeons & Dragons
Enhancing "Curse of Strahd" (and DDAL adventures)
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<blockquote data-quote="hastur_nz" data-source="post: 7108772" data-attributes="member: 40592"><p>Well, in my game only about half of what's in the book ever got used, maybe even less, and it was all good. So I think don't sweat trying to change too much, because it feels to me like you expect your players to turn everything inside out, find everything possible, and so on. Yet in reality, you might find they play the game more like mine did, and just focus on what they thing "the plot" might be, and ignore all the other stuff, especially as side-trecks do not get them levels, achieving goals do.</p><p></p><p>For example, Death House is chock full of interesting combat and/or traps, but most of them are "off the plot rails" i.e. only found if you players are rummaging around all over the house. In my game, the players listened carefully to the children out front, then headed straight for the top level, no detours really except briefly when trying to find the way up that wasn't clear. From there, they dealt with the ghosts, and went straight down to the dungeon level, found a way to put the ghosts to rest without too much side-trecking, found the end-boss pretty quickly, killed it easier than I expected, then ran out as fast as possible when the house tried to kill them. It was done and dusted in around 3 hours of play.</p><p></p><p>Now I know that's unusually quick, and others might have spent twice that time and got killed or close to it from finding random stuff that was very dangerous. But I guess I'm just saying don't assume your players will turn over every stone, especially if you're using milestone level advancement. </p><p></p><p>For another example, in my game the PC's never even met Mad Mary; they heard her as written early on, focused on other stuff, and I didn't force the encounter on them, so that was that.</p></blockquote><p></p>
[QUOTE="hastur_nz, post: 7108772, member: 40592"] Well, in my game only about half of what's in the book ever got used, maybe even less, and it was all good. So I think don't sweat trying to change too much, because it feels to me like you expect your players to turn everything inside out, find everything possible, and so on. Yet in reality, you might find they play the game more like mine did, and just focus on what they thing "the plot" might be, and ignore all the other stuff, especially as side-trecks do not get them levels, achieving goals do. For example, Death House is chock full of interesting combat and/or traps, but most of them are "off the plot rails" i.e. only found if you players are rummaging around all over the house. In my game, the players listened carefully to the children out front, then headed straight for the top level, no detours really except briefly when trying to find the way up that wasn't clear. From there, they dealt with the ghosts, and went straight down to the dungeon level, found a way to put the ghosts to rest without too much side-trecking, found the end-boss pretty quickly, killed it easier than I expected, then ran out as fast as possible when the house tried to kill them. It was done and dusted in around 3 hours of play. Now I know that's unusually quick, and others might have spent twice that time and got killed or close to it from finding random stuff that was very dangerous. But I guess I'm just saying don't assume your players will turn over every stone, especially if you're using milestone level advancement. For another example, in my game the PC's never even met Mad Mary; they heard her as written early on, focused on other stuff, and I didn't force the encounter on them, so that was that. [/QUOTE]
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Community
General Tabletop Discussion
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Enhancing "Curse of Strahd" (and DDAL adventures)
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