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General Tabletop Discussion
*Dungeons & Dragons
Beginning a new campaign advice - foreshadowing and railroading
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<blockquote data-quote="Blue" data-source="post: 8750658" data-attributes="member: 20564"><p>Just to take a step back, how much of the pitch to the player in Session 0 survives the surprise?  If it's most of it, all good.  And I think that's it - it's still exploration of the island, just with different parameters than they expected.</p><p></p><p>But if it's a dramatically different campaign then they signed on for, then you are breaking your social contract about the campaign for a single surprise in a session.  In that case I'd tell them more in Session 0.</p><p></p><p>If the mutiny has "plot armor" and can't be changed by the PCs, I would start directly after it.  If it has partial plot armor in that it will occur anyway but the effects of it can be dramatically changed by player agency, then I'd start before.</p><p></p><p>Also, I am a big fan of making rule changes to support the campaign theme mechanically.  Session 0, tell them that since it's an exploration theme you are toning down some abilities which will trivialize it.  You mention the Outlander feature, that's a big one.  Maybe move to a different Rest variant so that you can still support a number of encounters per long rest you want while having weeks of travel.  That sort of thing.</p></blockquote><p></p>
[QUOTE="Blue, post: 8750658, member: 20564"] Just to take a step back, how much of the pitch to the player in Session 0 survives the surprise? If it's most of it, all good. And I think that's it - it's still exploration of the island, just with different parameters than they expected. But if it's a dramatically different campaign then they signed on for, then you are breaking your social contract about the campaign for a single surprise in a session. In that case I'd tell them more in Session 0. If the mutiny has "plot armor" and can't be changed by the PCs, I would start directly after it. If it has partial plot armor in that it will occur anyway but the effects of it can be dramatically changed by player agency, then I'd start before. Also, I am a big fan of making rule changes to support the campaign theme mechanically. Session 0, tell them that since it's an exploration theme you are toning down some abilities which will trivialize it. You mention the Outlander feature, that's a big one. Maybe move to a different Rest variant so that you can still support a number of encounters per long rest you want while having weeks of travel. That sort of thing. [/QUOTE]
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Beginning a new campaign advice - foreshadowing and railroading
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