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<blockquote data-quote="I'm A Banana" data-source="post: 5909294" data-attributes="member: 2067"><p>It's just task-nesting. Party wants to accomplish a given (significant) goal, they just need to accomplish not one, but several tasks, and if they quit early, their progress doesn't remain when they come back.</p><p></p><p>Players still determine what their goals are for themselves. DMs just set challenges, as they always have, between the party and the goal. Adventure-designs structure gives a handy accounting of how much they must accomplish to reach the end. </p><p></p><p></p><p></p><p>Task-nesting and goal-shifting.</p><p></p><p>The players propose this scheme to the slavers. To get the slavers to agree, the party must make some interaction checks, and then must accomplish some mission for the slavers. A DM could use the same stat blocks and change the goal of the adventure to "Wiping out a garrison of freedom-fighters," which, when accomplished, earns the trust of the slavers and completes the adventure successfully -- the party's goals are met, and the slavers agree to the deal.</p><p></p><p>The DM may also just have the slavers agree (though it seems like a LOT to agree to!), and then have the party accomplish some mission to earn the gold to buy the slaves, or for whoever they had in mind to buy the slaves. </p><p></p><p>The DM can also use the 30 days as the slavers' recharge period, effectively just starting the adventure again in 30 days' time (when the slavers might try then to rob the party of the load of wealth they've brought to free the slaves).</p><p></p><p>The goal is to "rescue the slaves," but the party essentially just put an adventure in front of itself before it could achieve that goal, since they decided to delay it.</p><p></p><p>DMs have been doing stuff like this for 30+ years, this just gives a coherent framework to the activity, making it easier to do on the fly or for newbies or for lazy DMs.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5909294, member: 2067"] It's just task-nesting. Party wants to accomplish a given (significant) goal, they just need to accomplish not one, but several tasks, and if they quit early, their progress doesn't remain when they come back. Players still determine what their goals are for themselves. DMs just set challenges, as they always have, between the party and the goal. Adventure-designs structure gives a handy accounting of how much they must accomplish to reach the end. Task-nesting and goal-shifting. The players propose this scheme to the slavers. To get the slavers to agree, the party must make some interaction checks, and then must accomplish some mission for the slavers. A DM could use the same stat blocks and change the goal of the adventure to "Wiping out a garrison of freedom-fighters," which, when accomplished, earns the trust of the slavers and completes the adventure successfully -- the party's goals are met, and the slavers agree to the deal. The DM may also just have the slavers agree (though it seems like a LOT to agree to!), and then have the party accomplish some mission to earn the gold to buy the slaves, or for whoever they had in mind to buy the slaves. The DM can also use the 30 days as the slavers' recharge period, effectively just starting the adventure again in 30 days' time (when the slavers might try then to rob the party of the load of wealth they've brought to free the slaves). The goal is to "rescue the slaves," but the party essentially just put an adventure in front of itself before it could achieve that goal, since they decided to delay it. DMs have been doing stuff like this for 30+ years, this just gives a coherent framework to the activity, making it easier to do on the fly or for newbies or for lazy DMs. [/QUOTE]
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