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5e consequence-resolution
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<blockquote data-quote="Oofta" data-source="post: 8650423" data-attributes="member: 6801845"><p>One of the reasons I don't buy published adventures is because they tend to be plot driven, linear if not exactly railroads. Certain things <em>have to</em> happen or not only is it the end of the campaign but potentially the entire world is pulled into the abyss and the world is destroyed. In my games, unless it's a TPK, failure just means you have to deal with the impact of the aftermath or possibly just go off to do something else knowing that you failed to stop something.</p><p></p><p>Instead I'd rather have powers (individuals, groups, otherworldly beings) that have their own goals and agendas. So in my current campaign the group had to stop Jotun* from opening a portal and wreaking havoc on their home city. Had they failed it would have been bad for the region, but it would not have been world ending. I had vague ideas of what it would mean and what impact it would have on neighboring regions and countries. Maybe they would have fallen back to helping people escape? Taken suicidal risks to close the portal cutting off the Jotun from their home realm but leaving the region under Jotun control? Who knows, campaigns often take twists and turns I don't expect.</p><p></p><p>So failure almost never means the end of a campaign for me, because my campaigns in many ways are PC oriented, what they chose to do, what they decide their goals are. I lay out plot hooks and they decide which ones to follow within the constraints of the world that I've established and their capabilities.</p><p></p><p><em>*Giants and fiends in my campaign</em></p></blockquote><p></p>
[QUOTE="Oofta, post: 8650423, member: 6801845"] One of the reasons I don't buy published adventures is because they tend to be plot driven, linear if not exactly railroads. Certain things [I]have to[/I] happen or not only is it the end of the campaign but potentially the entire world is pulled into the abyss and the world is destroyed. In my games, unless it's a TPK, failure just means you have to deal with the impact of the aftermath or possibly just go off to do something else knowing that you failed to stop something. Instead I'd rather have powers (individuals, groups, otherworldly beings) that have their own goals and agendas. So in my current campaign the group had to stop Jotun* from opening a portal and wreaking havoc on their home city. Had they failed it would have been bad for the region, but it would not have been world ending. I had vague ideas of what it would mean and what impact it would have on neighboring regions and countries. Maybe they would have fallen back to helping people escape? Taken suicidal risks to close the portal cutting off the Jotun from their home realm but leaving the region under Jotun control? Who knows, campaigns often take twists and turns I don't expect. So failure almost never means the end of a campaign for me, because my campaigns in many ways are PC oriented, what they chose to do, what they decide their goals are. I lay out plot hooks and they decide which ones to follow within the constraints of the world that I've established and their capabilities. [I]*Giants and fiends in my campaign[/I] [/QUOTE]
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