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General Tabletop Discussion
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About Morally Correct Outcomes in D&D Adventures [+]
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<blockquote data-quote="aco175" data-source="post: 8935923" data-attributes="member: 27385"><p>I recall a few adventures I played in where there was a situation and the PCs needed to do several things to guarantee success, but they had a sliding scale of success if they only completed a few of them. I recall one where a village was under threat (may have been Isle of Dread) and the PCs could help fortify the village, gather supplies from the wrecked ship, make allies with the local tribes, scot the region, etc... The adventure gave certain bonuses for completion of each side quest when the village was finally attacked. </p><p></p><p>I'm not sure if the PCs were penalized more than just not getting the points for completing each side quest, but there could be problems that would hinder the adventure if the PCs failed something. </p><p></p><p>I'm not quite sure how this ties into the discussion. I like the idea of several avenues for the players to decide from. Maybe there is a option to deal with orcs and try to get them to help. Some groups may not take that quest and try to dam the river instead, or fight the orcs to keep them from joining the other side. There can be many options, but that makes the author write a bunch that might be in play or makes the DM have to juggle everything.</p></blockquote><p></p>
[QUOTE="aco175, post: 8935923, member: 27385"] I recall a few adventures I played in where there was a situation and the PCs needed to do several things to guarantee success, but they had a sliding scale of success if they only completed a few of them. I recall one where a village was under threat (may have been Isle of Dread) and the PCs could help fortify the village, gather supplies from the wrecked ship, make allies with the local tribes, scot the region, etc... The adventure gave certain bonuses for completion of each side quest when the village was finally attacked. I'm not sure if the PCs were penalized more than just not getting the points for completing each side quest, but there could be problems that would hinder the adventure if the PCs failed something. I'm not quite sure how this ties into the discussion. I like the idea of several avenues for the players to decide from. Maybe there is a option to deal with orcs and try to get them to help. Some groups may not take that quest and try to dam the river instead, or fight the orcs to keep them from joining the other side. There can be many options, but that makes the author write a bunch that might be in play or makes the DM have to juggle everything. [/QUOTE]
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