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<blockquote data-quote="Teflon Billy" data-source="post: 1335525" data-attributes="member: 264"><p>I'm not sure you are going to like my advice Gobbo, but the example you give is pretty much the way my players have played since time immemorial<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>My solution has always been: <em><strong>Go With It</strong></em>.</p><p></p><p>Seriously, you are running an open-ended campaign, and that's to be applauded because it's harder than a linear campaign. </p><p></p><p>Now as far as "Good News/Bad News" goes; it breaks downa little something liek this...</p><p></p><p><strong>Good News</strong>: Once you have most of the preparation done for your campaign, you can get by on very little prep. Just know what repercussions the PC's actions have across the game world, altrer your notes accordingly and all is well.</p><p></p><p><strong>Bad News</strong>: Players can very, very easily leave your intended "plot" by the wayside, and get themselves into a whole world of crap by wandering into trouble that thy are not capable of handling. </p><p></p><p>So...<em>you</em> need to learn to improvise and <em>they</em> need to learn that not everyting they meet is a possible "win" for them. They might have to learn it the hard way (PC Death), but that's not the end of the world in D&D, fr a variety of reasons I'm sure you know.</p><p></p><p>It sounds like your players have tasted heroism and found it to their liking (2 Wraiths at 4th level? Wow!) They are willing to take risks...risks that you honestly describe as "Out of their league" if not "insurmountable", and to be honest, that can make for pretty exciting gaming.</p><p></p><p>So they walk up to a hobgoblin fortress. Let them go in. Have the Hobgoblins swarm on them if you are feeling mena. Have the Hobgoblins be unready for them if you are feeling generaous (they just saw 60 march out, maybe that was the shift that is "on").</p><p></p><p>Just be flexible, have fun and don't be afraid to let some of them die.</p><p></p><p>that's how the game is played<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Teflon Billy, post: 1335525, member: 264"] I'm not sure you are going to like my advice Gobbo, but the example you give is pretty much the way my players have played since time immemorial:) My solution has always been: [i][b]Go With It[/b][/i]. Seriously, you are running an open-ended campaign, and that's to be applauded because it's harder than a linear campaign. Now as far as "Good News/Bad News" goes; it breaks downa little something liek this... [B]Good News[/B]: Once you have most of the preparation done for your campaign, you can get by on very little prep. Just know what repercussions the PC's actions have across the game world, altrer your notes accordingly and all is well. [B]Bad News[/B]: Players can very, very easily leave your intended "plot" by the wayside, and get themselves into a whole world of crap by wandering into trouble that thy are not capable of handling. So...[I]you[/I] need to learn to improvise and [I]they[/I] need to learn that not everyting they meet is a possible "win" for them. They might have to learn it the hard way (PC Death), but that's not the end of the world in D&D, fr a variety of reasons I'm sure you know. It sounds like your players have tasted heroism and found it to their liking (2 Wraiths at 4th level? Wow!) They are willing to take risks...risks that you honestly describe as "Out of their league" if not "insurmountable", and to be honest, that can make for pretty exciting gaming. So they walk up to a hobgoblin fortress. Let them go in. Have the Hobgoblins swarm on them if you are feeling mena. Have the Hobgoblins be unready for them if you are feeling generaous (they just saw 60 march out, maybe that was the shift that is "on"). Just be flexible, have fun and don't be afraid to let some of them die. that's how the game is played:) [/QUOTE]
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