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General Tabletop Discussion
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Adventure running: when the PCs skip a step, what to do?
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<blockquote data-quote="5ekyu" data-source="post: 7388372" data-attributes="member: 6919838"><p>Re the not much fun... It can be fun or unfun... And can be climactic or anti... Depends on the GM</p><p></p><p>A very fun structure i have used involved the BBEG bash up early, surprisingly so (i use quite a few random elements in play so you can meet the boss in room one checking out the new reports of the scouts.) </p><p></p><p>Then, that (hopeful) demise/loss set a ton of things in motion and the bulk of the adventure" was navigating the mad pell mell series of reactions and counteractions. Trying to keep junuors from looting the stuff and getting away, just one thing.</p><p></p><p>So, what if the bbeg fall sets off heightened activity at the gate - linked they were - and now the rods do strage stuff like high pitched screaming that leads them to the third thtough a now chaotic lair with tons of crazies doing their holy crap best to get before they get got.</p><p></p><p>Meanwhile the gate thingy goes crazier, and by the time they get back it has expanded and they need to go to the otherside to close it.</p><p></p><p>There are a thousand ways this can be exciting... All the GM has to do is decide to make it so.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7388372, member: 6919838"] Re the not much fun... It can be fun or unfun... And can be climactic or anti... Depends on the GM A very fun structure i have used involved the BBEG bash up early, surprisingly so (i use quite a few random elements in play so you can meet the boss in room one checking out the new reports of the scouts.) Then, that (hopeful) demise/loss set a ton of things in motion and the bulk of the adventure" was navigating the mad pell mell series of reactions and counteractions. Trying to keep junuors from looting the stuff and getting away, just one thing. So, what if the bbeg fall sets off heightened activity at the gate - linked they were - and now the rods do strage stuff like high pitched screaming that leads them to the third thtough a now chaotic lair with tons of crazies doing their holy crap best to get before they get got. Meanwhile the gate thingy goes crazier, and by the time they get back it has expanded and they need to go to the otherside to close it. There are a thousand ways this can be exciting... All the GM has to do is decide to make it so. [/QUOTE]
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Adventure running: when the PCs skip a step, what to do?
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