More importantly, you gave me an idea for my forum avatar!![]()
Scary.
More importantly, you gave me an idea for my forum avatar!![]()
Or, as a total alternative: don't do any of the above. Keep the dragon on the hush hush, and let them walk into the trap. Assuming they get wiped (which they might not - stranger things have happened), then say:
"And now you know not to meddle with dragons. Anyone keen to reload your saved game?". Let them rewind the encounter and make a different choice. The Starter Set is supposed to be a learning experience. They've now learned their lesson, so where's the harm in undoing it?
This idea caught a lot of flak, but I think the only real problem with it is that you presented it in a jarringly meta-game presentation. It's an immersion breaker.
I haven't read the module yet (although I will soon as I just offered to run it for my group) but prior to the dragon they meet a druid of undefined powers who has an agenda to get rid of the dragon, yes?
So use his lack of definition to cover whatever fix you need in the aftermath of the dragon encounter, you just have to set it up first.
Before he sends them off he offers to perfrom a ritual to help them. They sit in a circle, he chants, purple smoke appears, they walk off to the encounter. You are now prepped for all eventualities.
TPK? They wake up back in the circle surrounded by purple smoke and the Druid asks "So? Did the divinatory trance show you how to beat the dragon?"
Half the party dead but the rest surrvived? The bodies *POOF* into purple smoke and can be found alive and shaken back at the Druids circle, apparently it was a contingency spell.
They succeed? Either pass the Druid off as crazy or he can brag about how his magic was the only way they were able to defeat such a beast.
Nemio said:I really love the lore but this makes it quite intimidating for a new guy.
By doing all this double checking to play it "correctly" I'm already doing way more than someone who just wants to pick up the Starter Set and play it by the book which shouldn't be the case.
The book should cover everything so noone misses out.
Your idea is cute, but you can tie yourself in knots setting up stuff like that, and it's just not necessary (unless it's a really cool scene that adds to the story in its own right).This idea caught a lot of flak, but I think the only real problem with it is that you presented it in a jarringly meta-game presentation. It's an immersion breaker.
I haven't read the module yet (although I will soon as I just offered to run it for my group) but prior to the dragon they meet a druid of undefined powers who has an agenda to get rid of the dragon, yes?
So use his lack of definition to cover whatever fix you need in the aftermath of the dragon encounter, you just have to set it up first.
The lesson here is that there is no such thing as the "correct" way to play D&D. Never be afraid to change something from what's on the page! Do it in advance or do it in the moment. If it doesn't work, then you've learned something.
I don't have the starter set, so my speculation could be less valuable than others', but here is a thought:
Maybe having a TPK (or at least a good chance of one) at the end of the adventure was a design decision by WOTC.. After all, there doesn't appear to be anywhere to go after you finish the starter set.. Tyranny of Dragons starts at first level, not 5th where the starter set leaves off.. I know WOTC said there would be some organic way to transition a campaign from the Starter to Tyranny, but I'm sure most people who buy Tyranny are gonna wanna use the whole adventure, starting at level one. Maybe deep down, WOTC wants us to play through the
starter set and learn the game, then start all over again. And I don't think I'd be opposed to that..