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General Tabletop Discussion
*Dungeons & Dragons
A bit of a dilemma
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<blockquote data-quote="Barolo" data-source="post: 7025333" data-attributes="member: 61932"><p>I doesn't really matter, does it? I mean, the cult can progress at any pace you want, and every group of adventurers might find out in different ways and at different moments the whereabouts of the cult. So in the end you either pace the cult progress in a way that matches the players' progress or they miss the adventure. We DMs are constantly adapting the scenario somewhat to fit the players in the adventure, in a sense.</p><p></p><p>I do not mean that the DM should downplay any oversights on the part of the players, though, they should have an impact on the game or otherwise the players may feel like their actions and decisions aren't meaningful. If they arrive at a destination later than expected because they clearly didn't bother to investigate some site they knew they should (as could be the case here), maybe their late attempt to infiltrate on the caravan will be less smooth, which could lead to tougher interactions with the cultists, or maybe they will need to spend resources to catch up.</p><p></p><p>Anyhow, as they travelled to meet the NPCs, then needed to go back to recover the remaining clues, hasn't the timeframe already changed? Now all you need to do is evaluate if the dragons are an interesting threat for the players now. If they aren't, there are completely justifiable ways to remove them from the equation, being letting the eggs not be hatched yet (which would potentially reward the players later on, in dealing with the factions in RoT), or they can have hatched already and the dragons been moved before the heroes have returned.</p><p></p><p>Now, finding the dragons there can also be fun, specially if your players are up to the challenge. It is certainly fun for me, as a DM, to run these kinds of encounters, and certainly looks like fun to my players from where I stand.</p></blockquote><p></p>
[QUOTE="Barolo, post: 7025333, member: 61932"] I doesn't really matter, does it? I mean, the cult can progress at any pace you want, and every group of adventurers might find out in different ways and at different moments the whereabouts of the cult. So in the end you either pace the cult progress in a way that matches the players' progress or they miss the adventure. We DMs are constantly adapting the scenario somewhat to fit the players in the adventure, in a sense. I do not mean that the DM should downplay any oversights on the part of the players, though, they should have an impact on the game or otherwise the players may feel like their actions and decisions aren't meaningful. If they arrive at a destination later than expected because they clearly didn't bother to investigate some site they knew they should (as could be the case here), maybe their late attempt to infiltrate on the caravan will be less smooth, which could lead to tougher interactions with the cultists, or maybe they will need to spend resources to catch up. Anyhow, as they travelled to meet the NPCs, then needed to go back to recover the remaining clues, hasn't the timeframe already changed? Now all you need to do is evaluate if the dragons are an interesting threat for the players now. If they aren't, there are completely justifiable ways to remove them from the equation, being letting the eggs not be hatched yet (which would potentially reward the players later on, in dealing with the factions in RoT), or they can have hatched already and the dragons been moved before the heroes have returned. Now, finding the dragons there can also be fun, specially if your players are up to the challenge. It is certainly fun for me, as a DM, to run these kinds of encounters, and certainly looks like fun to my players from where I stand. [/QUOTE]
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