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When PCs fail.
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<blockquote data-quote="aboyd" data-source="post: 5296069" data-attributes="member: 44797"><p>Yeah, I let them fail, and I've even had the gang here at En World <a href="http://www.enworld.org/forum/d-d-legacy-discussion/268974-what-happens-if-you-ignore-plague-spirits.html" target="_blank">help me work through it</a>.</p><p></p><p>In my campaign, the party failed multiple quests, and I just let the world get wrecked. I also let them explore whatever solutions to the mess they wanted. In the end, they decided to simply flee the devastated region and do more adventuring elsewhere. It actually ended up being kinda fun for me -- I got to think about what happens when a huge part of Greyhawk is ruined by intelligent lighting strikes. I created an apocalyptic area that was overrun by lightning-resistant creatures, blue dragons, shocker lizards, etc. Just thinking of the ecology got my brain all fired up.</p><p></p><p>As for the players, they really didn't care much other than when it started catching up to them -- the bodies of the dead began to flow downriver and eventually made it to a relatively safe region where they were hiding out. They never let on to the townspeople that they had helped the badness along. And for the most part, since only 2 members survived, it was true -- two-thirds of the party consisted of new recruits that really didn't know what was going on.</p><p></p><p>Anyway, these failures happened often, and were the source of some amazing long-running villains. So failures can be turned into interesting twists in the story. However, you really do need to accept that devastation can occur and allow it to happen. Maybe in your case, the consequence is the death of millions, but the PCs are still alive to react and maybe try to right the situation...?</p></blockquote><p></p>
[QUOTE="aboyd, post: 5296069, member: 44797"] Yeah, I let them fail, and I've even had the gang here at En World [url=http://www.enworld.org/forum/d-d-legacy-discussion/268974-what-happens-if-you-ignore-plague-spirits.html]help me work through it[/url]. In my campaign, the party failed multiple quests, and I just let the world get wrecked. I also let them explore whatever solutions to the mess they wanted. In the end, they decided to simply flee the devastated region and do more adventuring elsewhere. It actually ended up being kinda fun for me -- I got to think about what happens when a huge part of Greyhawk is ruined by intelligent lighting strikes. I created an apocalyptic area that was overrun by lightning-resistant creatures, blue dragons, shocker lizards, etc. Just thinking of the ecology got my brain all fired up. As for the players, they really didn't care much other than when it started catching up to them -- the bodies of the dead began to flow downriver and eventually made it to a relatively safe region where they were hiding out. They never let on to the townspeople that they had helped the badness along. And for the most part, since only 2 members survived, it was true -- two-thirds of the party consisted of new recruits that really didn't know what was going on. Anyway, these failures happened often, and were the source of some amazing long-running villains. So failures can be turned into interesting twists in the story. However, you really do need to accept that devastation can occur and allow it to happen. Maybe in your case, the consequence is the death of millions, but the PCs are still alive to react and maybe try to right the situation...? [/QUOTE]
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