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An adventure start for new PCs isn't railroading...
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<blockquote data-quote="Green1" data-source="post: 6694232" data-attributes="member: 6800543"><p>Simple. Homebrew in a place where their gear is if they are imported from a previous campaign and you have PCs that attach identity to items. That way you get the jist of what the original author intentioned with a jailbreak scenario. But they do get items back. Maybe what ever guards have the gear on a table because they have not identified them yet and are waiting for a wizard so they can use what they want, sell the rest.</p><p></p><p>Being captured? One minute they are there, next they are not. Use an artifact item that automatically imprisons no save to that location and only that particular location. That way you can have your own plot thread interwoven as who could have done this. Or some new item they have has this as an ability and is set off by accident with the PCs in the room. Most players would be cool with that if you said "Hey, I am running THIS module. It seems really awesome and saves me tons of work and time". Unless they are special snowflakes or easily offended, most players worth playing with will be cool.</p><p></p><p>But, other than that, new PCs - whatever. Only the 4X gamers like over at Civilization Fanatics deliberate over starting placement. But, their deliberation is more over opening strategy and coping rather than not playing the scenario as long as it is well done. Not if the starting position is going to cause a player riot.</p><p></p><p>This is always why I never ran too many modules. A lot of players read them. Spoils some surprises like this start. Do not blame them, either. I have seen some very well written modules.</p></blockquote><p></p>
[QUOTE="Green1, post: 6694232, member: 6800543"] Simple. Homebrew in a place where their gear is if they are imported from a previous campaign and you have PCs that attach identity to items. That way you get the jist of what the original author intentioned with a jailbreak scenario. But they do get items back. Maybe what ever guards have the gear on a table because they have not identified them yet and are waiting for a wizard so they can use what they want, sell the rest. Being captured? One minute they are there, next they are not. Use an artifact item that automatically imprisons no save to that location and only that particular location. That way you can have your own plot thread interwoven as who could have done this. Or some new item they have has this as an ability and is set off by accident with the PCs in the room. Most players would be cool with that if you said "Hey, I am running THIS module. It seems really awesome and saves me tons of work and time". Unless they are special snowflakes or easily offended, most players worth playing with will be cool. But, other than that, new PCs - whatever. Only the 4X gamers like over at Civilization Fanatics deliberate over starting placement. But, their deliberation is more over opening strategy and coping rather than not playing the scenario as long as it is well done. Not if the starting position is going to cause a player riot. This is always why I never ran too many modules. A lot of players read them. Spoils some surprises like this start. Do not blame them, either. I have seen some very well written modules. [/QUOTE]
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