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<blockquote data-quote="Jimlock" data-source="post: 5594234" data-attributes="member: 6674931"><p>Sure, just toss them over the atlantic! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p></p><p></p><p>I've played this twice. First as a player and then as a DM. Both times it was great! I didn't feel like i was railroaded as a player (guess the DM did a good job!), and my players didn't feel like they were railroaded when i DMed it neither! (I'm just "very good" that's all <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" />).</p><p></p><p>On a more serious note, what worked fine both times was that player's didn't really feel the threat until it was too late.</p><p>That's not to say that you should keep the player's blindfolded until the puppets strike, but you should keep the threat obscure </p><p>and somewhat "semi-dangerous" until the events take a decisive turn.</p><p></p><p>You should make it feel like the player's had all the tips and info required to draw the necessary conclusions, yet somehow, they "missed" combining what was necessary.</p><p></p><p>The reaction you should go for is this: "Damn! I knew something was amiss! Why are we so stupid?"</p><p></p><p>Perhaps this doesn't sound any less railroady, but like you said, the fun of this adventure comes from making them play as puppets.</p><p></p><p>Don't force it on the player's, just make it REALLY hard to be avoided. Perhaps, not all players get captured. Perhaps one or two can escape and help some other way. They'll be outnumbered and will face major difficulties as well.</p><p></p><p>I understand how my advice is not very story-specific, and perhaps not really helpful, but it's been so many years I've played this adventure, that I don't remember the specifics. What I do remember is the general feel of the story, and how it was a great experience.</p><p></p><p></p><p></p><p>Irrelevant:</p><p>I would give anything to play Planescape again...</p></blockquote><p></p>
[QUOTE="Jimlock, post: 5594234, member: 6674931"] Sure, just toss them over the atlantic! :p I've played this twice. First as a player and then as a DM. Both times it was great! I didn't feel like i was railroaded as a player (guess the DM did a good job!), and my players didn't feel like they were railroaded when i DMed it neither! (I'm just "very good" that's all :p). On a more serious note, what worked fine both times was that player's didn't really feel the threat until it was too late. That's not to say that you should keep the player's blindfolded until the puppets strike, but you should keep the threat obscure and somewhat "semi-dangerous" until the events take a decisive turn. You should make it feel like the player's had all the tips and info required to draw the necessary conclusions, yet somehow, they "missed" combining what was necessary. The reaction you should go for is this: "Damn! I knew something was amiss! Why are we so stupid?" Perhaps this doesn't sound any less railroady, but like you said, the fun of this adventure comes from making them play as puppets. Don't force it on the player's, just make it REALLY hard to be avoided. Perhaps, not all players get captured. Perhaps one or two can escape and help some other way. They'll be outnumbered and will face major difficulties as well. I understand how my advice is not very story-specific, and perhaps not really helpful, but it's been so many years I've played this adventure, that I don't remember the specifics. What I do remember is the general feel of the story, and how it was a great experience. Irrelevant: I would give anything to play Planescape again... [/QUOTE]
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