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Boredom in "Zero to Hero" Campaigns
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<blockquote data-quote="Paul Farquhar" data-source="post: 8060959" data-attributes="member: 6906155"><p>Also an option I have used.</p><p></p><p>However, it can simply be solved with a bit more imaginative DMing.</p><p></p><p>Take ToA. As written this has a simple objective that players are given at the start. But realise it is presented in this way <em>for the benefit of inexperienced players and DMs</em>. There is a clear simple instruction so everyone knows what they are supposed to be doing. It makes no assumptions about character backstories. Players have a chance to learn the rules before encountering any real danger. It even suggests they take an NPC guide so the DM can give them continuous advice.</p><p></p><p>I would stat ToA something like this: The PCs are condemned criminals, on board a ship being deported to a penal colony in Chult. As the ship approaches Chult it is attacked by a sea monster (something like the two headed plesiosaur seems appropriate). The PCs can take the opportunity to escape, or bargaining with the guards by offering to help fight the monster. Irrespective of if the players kill the monster (a deadly encounter at first level) or not the ship is wrecked on a remote part of the Chult coast and the PCs are the only survivors. They now need to try and survive the jungle with only the equipment they can salvage from the wreck. Eventually, after months traipsing through the jungle, the PCs might learn of the Death Curse, but by then they are half way through the adventure.</p><p></p><p>Clearly, such a beginning is harder for the DM to run and is hugely more difficult for the players. But if the players are experienced they should welcome the challenge.</p></blockquote><p></p>
[QUOTE="Paul Farquhar, post: 8060959, member: 6906155"] Also an option I have used. However, it can simply be solved with a bit more imaginative DMing. Take ToA. As written this has a simple objective that players are given at the start. But realise it is presented in this way [I]for the benefit of inexperienced players and DMs[/I]. There is a clear simple instruction so everyone knows what they are supposed to be doing. It makes no assumptions about character backstories. Players have a chance to learn the rules before encountering any real danger. It even suggests they take an NPC guide so the DM can give them continuous advice. I would stat ToA something like this: The PCs are condemned criminals, on board a ship being deported to a penal colony in Chult. As the ship approaches Chult it is attacked by a sea monster (something like the two headed plesiosaur seems appropriate). The PCs can take the opportunity to escape, or bargaining with the guards by offering to help fight the monster. Irrespective of if the players kill the monster (a deadly encounter at first level) or not the ship is wrecked on a remote part of the Chult coast and the PCs are the only survivors. They now need to try and survive the jungle with only the equipment they can salvage from the wreck. Eventually, after months traipsing through the jungle, the PCs might learn of the Death Curse, but by then they are half way through the adventure. Clearly, such a beginning is harder for the DM to run and is hugely more difficult for the players. But if the players are experienced they should welcome the challenge. [/QUOTE]
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