Sure! But at that point the wheels have already fallen off.Well, the first clue would be when you tried to run away and the DM says, "If you run away, your character gets ejected from the campaign."
Sure! But at that point the wheels have already fallen off.Well, the first clue would be when you tried to run away and the DM says, "If you run away, your character gets ejected from the campaign."
Sure! But at that point the wheels have already fallen off.
Which [MENTION=25619]haakon1[/MENTION] reminds me of how "Three Days to Kill" totally screwed our campaign and was a screw job we saw coming but bit the hook anyway. The GM at the time normally rolls his own adventures, but he tried that flaming piece of poo. Unless he deviated from the supplied materials, that adventure is to blame for bringing down the apocalypse onto the campaign world (that we hence never played again).
Of course, my modifications of the scenario might well have differed from your DM's modifications. I had it start at a Burning Man type secret festival run by cultists -- they knew the people there were not exactly on the up-and-up, but neither were they!
This is the bit where you GM broke from the module. The module, as written, assumes (i) that the gate will most likely be opened, and (ii) that opening the gate will not be the end of the world (or the campaign).Spoiler alert!!!
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The DM informed us that the demons poured out the gate, there wasn't a force strong enough to stop them, and that pretty much threw the world into chaos. End of campaign.
Well done Hussar. Gotta spread XP around, blah, blah blah.Were there repercussions afterward? Not really. I absolutely refuse to try to force anyone to roleplay. He obviously was not interested in the scenario I presented. Why should I brow beat him for his preferences? So, from that point on, whenever those style of situations came up, I made sure that his PC had something to do - kibitz with guards, get into trouble somewhere, something - and I never bothered trying to include him in those scenarios. If he wanted to join in, he was more than welcome, but, I also made it pretty clear that it was his choice. He respected that and I respected his choice.
And everyone was happy.
To each his own. This is how I handle this sort of thing.
I agree. If the brigand PC had said "I try to escape by horseback." I might say that it's going to be tough considering, X, Y, Z. But then I would ask how he would go about doing it. After he responds, we play it out. Yes, there would be more encounters for him, yes others would sit and watch for a bit, but the roles will reverse in a little while and then the brigand player would sit and the other players would get to play. But during the brigand's escape, I would ask the other players what they are doing. If they say nothing, go back to the tavern, I move back to the brigand. These juggling acts kinda suck, but they DO come up in a regular game. I may try to nudge the players' PCs back together with some circumstantial situations, but if they don't bite, they don't bite. It is what it is.But it's also about in-game stance. The kind of woman who is going to seduce a newcomer to town is not bashful or shy and has likely given up her virtue before. She may have just as much reason to get back at her dad for outing her fling and go to the police. This will reduce the seriousness of the situation (the cops may need to talk to him, NOT arrest him as a felon).
The fleeing PC is going to get a couple more encounters. One to escape, one to evade as he exits, and one more to run into a PC or NPC that may shelter/help him (and thus give him a chance to stay in the area and session).
OMG, yes. Sometimes it isn't obvious, but for the most part... a decent player can tell. And if they feel a bit railroaded, then take quick break from the action, get a drink or snack and talk about it respectfully as a group. I mean, we're all supposed to be having fun at the table.I'm going to jump over to the other side of the fence for a second here.
Look, as a player, when your DM waves a nice big, juicy sign at the table that says, "Hey, the adventure is over here", maybe, just maybe, give the DM a break and roll with it once in a while?
It's interesting to hear what went wrong with your group, so that if I do run it I can avoid those problems.
I gather it didn't come out, when you played it, that the same people who organise the carnival are the ones who opened the gate.The whole carnival setup made it seem like we'd be doing stuff mixed in with that. Instead, we get there, poke around for a few minutes and we're leaving town without even getting to ride on a ferris wheel.