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As a DM, do I kill the entire party at the end? Im torn?
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<blockquote data-quote="Gradine" data-source="post: 6879931" data-attributes="member: 57112"><p>There's been a ton of good (and not-so-good) advice in this thread, and where along that spectrum each individual piece of advice falls depends entirely on your preferences as a DM and your players' preferences as players. The suggestion that their play preferences might not be as in-line with yours (your comments on their lack of note-taking and your reticence to drag the campaign out to a more satisfying conclusion) is worth ruminating on, if nothing else.</p><p></p><p>There's been several references to The Alexandrian's excellent "Three Clue Rule", which is certainly great advice for your next campaign but kind of past the point of helping this one (my own advice, with its minor thread necro-ing, might be as well). What I didn't really see mention of (though I'll admit I started skimming at points) was a reference to the Angry DM's <a href="http://theangrygm.com/schrodinger-chekhov-samus/" target="_blank">Schrodinger's Gun</a> rule, which states that nothing in the game world is true if the PC's have not encountered it. </p><p></p><p>This rule is basically the permission you need, if you don't want to TPK your party, to move the object central to your BBG's ultimate demise to a place your party will actually be able to access it before taking out the BBG (at which point you can use the "Three Clue Rule" to point your party in that direction first). It doesn't even matter all that much if you think your BBG would never be so stupid as to keep the one thing that prevents his destruction so close to himself, because presumably your BBG has minions and presumably they are not all nearly as smart as your BBG and one of them could have very easily chosen to have moved it to a "safer location" on the assumption that there's no way any group of heroes could ever get that close to your BBG (if you don't think your BBG would make that dumb a decision themselves, of course).</p></blockquote><p></p>
[QUOTE="Gradine, post: 6879931, member: 57112"] There's been a ton of good (and not-so-good) advice in this thread, and where along that spectrum each individual piece of advice falls depends entirely on your preferences as a DM and your players' preferences as players. The suggestion that their play preferences might not be as in-line with yours (your comments on their lack of note-taking and your reticence to drag the campaign out to a more satisfying conclusion) is worth ruminating on, if nothing else. There's been several references to The Alexandrian's excellent "Three Clue Rule", which is certainly great advice for your next campaign but kind of past the point of helping this one (my own advice, with its minor thread necro-ing, might be as well). What I didn't really see mention of (though I'll admit I started skimming at points) was a reference to the Angry DM's [URL="http://theangrygm.com/schrodinger-chekhov-samus/"]Schrodinger's Gun[/URL] rule, which states that nothing in the game world is true if the PC's have not encountered it. This rule is basically the permission you need, if you don't want to TPK your party, to move the object central to your BBG's ultimate demise to a place your party will actually be able to access it before taking out the BBG (at which point you can use the "Three Clue Rule" to point your party in that direction first). It doesn't even matter all that much if you think your BBG would never be so stupid as to keep the one thing that prevents his destruction so close to himself, because presumably your BBG has minions and presumably they are not all nearly as smart as your BBG and one of them could have very easily chosen to have moved it to a "safer location" on the assumption that there's no way any group of heroes could ever get that close to your BBG (if you don't think your BBG would make that dumb a decision themselves, of course). [/QUOTE]
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