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Adventure idea for a dead gnome tinkerer
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<blockquote data-quote="fba827" data-source="post: 4634599" data-attributes="member: 807"><p>Over all it sounds doable. A lot of the particulars will come out during the session itself as to how it narrates together and "feels" to your players.</p><p></p><p>One thing I did notice (<u><strong>and it is neither good nor bad and may simply be a side effect of having to write a summary</strong></u>) it is a fairly direct path of events that you want and/or expect the players to follow. </p><p></p><p>Specifically, with the books being on loan for a week already so "they may as well seek out the bard and hear his version." I emphasize that I don't know your group and what your style is/isn't - but the way it's written here is slightly heavyhanded to direct them exactly where the DM wants them to go as opposed to where the players think they should go.</p><p></p><p>If someone is coming up with another way to accomplish something (such as asking to research) they may feel shut-down if the opportunity is "completely closed" (and repeatedly getting shut down may make someone resigned to 'why bother deciding left or right in the passage, what way did the DM tell us to go?' -- perhaps some book is there and they find some details but it seems there are gaps in the story... or something so that their 'outside the box' ideas aren't squashed from the get go.</p><p></p><p>So at the game session don't be afraid to offer a couple "bones" when a player thinks of something outside of what you considered. It can give a partial clue but they still need more ... or perhaps it is "enough" and it will lead them to the same conclusion.</p><p></p><p>When they want to see/visit those who are sick, the mayor (or whomever) tells the PCs he has no idea why they're sick.. he knows of nothing cmmon between them, and gives them the names and addresses. As they visit from house to house, to toss out a sentence (without being overly obvious) that "to visit the next sick person you just have to walk across the street..." "the next name is right next door .. " and then after visiting about 3 or 4 people "After visiting a few people you realize everyone you visited is in this corner of town." That, in a round about way, points out the player action (deciding to visit people that are sick) with the reward (learning something new).</p><p></p><p>And maybe the journal doesn't spell everything out -- perhaps it has part of the story on what the gnome was trying, but then tell the caster that he/she realizes from his arcane knowledge what was being attempted based on the clues found in the room (magical runes and the types of components used are often related to summoning and necromancy and what not). Or maybe tell one of the other characters that they know of a bard school considered to have some of the best bards over yonder. And once they get there and ask around someone suggests that they speak to the crazy bard who knows some of those older stories of that type. Just little things like that to involve the players in the unfolding of the plot rather than having it all spelled out for them at the start.</p><p></p><p>You can give them the choice of left or right but the players don't need to know that either way will eventually lead them to the same place. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Having said that, again, this is neither a good nor bad thing, it really depends on your group. Just don't be scared of things your players will try that you did not account for -- as someone that has DMed before, I can tell you it's pretty much guarenteed that players ALWAYS do something you didn't account for. Just have to accept that so you can "roll with it" as transparently as possible.</p><p></p><p>The framework for the story is good. It should work out fine. Don't get nervous or stress and remember, have fun!</p><p></p><p>Good luck at the session! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="fba827, post: 4634599, member: 807"] Over all it sounds doable. A lot of the particulars will come out during the session itself as to how it narrates together and "feels" to your players. One thing I did notice ([u][b]and it is neither good nor bad and may simply be a side effect of having to write a summary[/b][/u]) it is a fairly direct path of events that you want and/or expect the players to follow. Specifically, with the books being on loan for a week already so "they may as well seek out the bard and hear his version." I emphasize that I don't know your group and what your style is/isn't - but the way it's written here is slightly heavyhanded to direct them exactly where the DM wants them to go as opposed to where the players think they should go. If someone is coming up with another way to accomplish something (such as asking to research) they may feel shut-down if the opportunity is "completely closed" (and repeatedly getting shut down may make someone resigned to 'why bother deciding left or right in the passage, what way did the DM tell us to go?' -- perhaps some book is there and they find some details but it seems there are gaps in the story... or something so that their 'outside the box' ideas aren't squashed from the get go. So at the game session don't be afraid to offer a couple "bones" when a player thinks of something outside of what you considered. It can give a partial clue but they still need more ... or perhaps it is "enough" and it will lead them to the same conclusion. When they want to see/visit those who are sick, the mayor (or whomever) tells the PCs he has no idea why they're sick.. he knows of nothing cmmon between them, and gives them the names and addresses. As they visit from house to house, to toss out a sentence (without being overly obvious) that "to visit the next sick person you just have to walk across the street..." "the next name is right next door .. " and then after visiting about 3 or 4 people "After visiting a few people you realize everyone you visited is in this corner of town." That, in a round about way, points out the player action (deciding to visit people that are sick) with the reward (learning something new). And maybe the journal doesn't spell everything out -- perhaps it has part of the story on what the gnome was trying, but then tell the caster that he/she realizes from his arcane knowledge what was being attempted based on the clues found in the room (magical runes and the types of components used are often related to summoning and necromancy and what not). Or maybe tell one of the other characters that they know of a bard school considered to have some of the best bards over yonder. And once they get there and ask around someone suggests that they speak to the crazy bard who knows some of those older stories of that type. Just little things like that to involve the players in the unfolding of the plot rather than having it all spelled out for them at the start. You can give them the choice of left or right but the players don't need to know that either way will eventually lead them to the same place. ;) Having said that, again, this is neither a good nor bad thing, it really depends on your group. Just don't be scared of things your players will try that you did not account for -- as someone that has DMed before, I can tell you it's pretty much guarenteed that players ALWAYS do something you didn't account for. Just have to accept that so you can "roll with it" as transparently as possible. The framework for the story is good. It should work out fine. Don't get nervous or stress and remember, have fun! Good luck at the session! :) [/QUOTE]
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