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Boy, that escalated quickly...
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<blockquote data-quote="Hussar" data-source="post: 6829565" data-attributes="member: 22779"><p>There's another issue here as well though. How often do the player's plans go automatically south. How often do player's plans get shot down as well? </p><p></p><p>Look, I'm in this game, so, I have a somewhat different perspective, but, let's look at the issues here.</p><p></p><p>We try smoking the baddies out of their lair by stopping up the one chimney in the house. The baddies put out the fire, immediately and the plan fails. Turns out later that there are fires lit in every single room we go into, but, apparently, none of them smoke. So, we, go in the front door, and things chain together. Should we have maybe waited? Maybe. Personally, I think we should have staked out the lair for a couple of days and watched things. But, despite the fact that we information gathered - sending around a scout to check out the whole house netted us pretty much no information other than "cultists are here" - I really doubt that we would have gained much from waiting.</p><p></p><p>Next scene in the wizard's basement. Thief opens the chest and the ENTIRE dungeon animates and attacks us. I mean, good grief, we didn't actually do anything here that was out of line. We were trying to find out information and learning nothing. So, we poke open a chest and poof, massive encounter.</p><p></p><p>Next scene in the flying castle. The DM added an extra element based on one character's backstory. The character chased down that lead, as was 100% expected, and triggered a fight, which immediately spread throughout the entire keep. No confusion, no one running around asking what is going one. Just 100% mass reaction.</p><p></p><p>I mean, when you added in the character's backstory encounter, what did you expect was going to happen? Plus adding in the former bad guy from an earlier scenario meant we now had a huge time pressure to accomplish anything before we were discovered. Plus completely blocking any forward movement by the rest of the group with a honking big dragon. Let's not forget adding every spoken language to Mr. Dragon as well, completely blocking any possible chance of talking our way past the dragon.</p><p></p><p>Yeah, the group is about as subtle as a kick to the head. But, there's the other side of the coin. Every time we try to do something that isn't direct force, we wind up poncing about for a while, getting frustrated and then combat starts.</p></blockquote><p></p>
[QUOTE="Hussar, post: 6829565, member: 22779"] There's another issue here as well though. How often do the player's plans go automatically south. How often do player's plans get shot down as well? Look, I'm in this game, so, I have a somewhat different perspective, but, let's look at the issues here. We try smoking the baddies out of their lair by stopping up the one chimney in the house. The baddies put out the fire, immediately and the plan fails. Turns out later that there are fires lit in every single room we go into, but, apparently, none of them smoke. So, we, go in the front door, and things chain together. Should we have maybe waited? Maybe. Personally, I think we should have staked out the lair for a couple of days and watched things. But, despite the fact that we information gathered - sending around a scout to check out the whole house netted us pretty much no information other than "cultists are here" - I really doubt that we would have gained much from waiting. Next scene in the wizard's basement. Thief opens the chest and the ENTIRE dungeon animates and attacks us. I mean, good grief, we didn't actually do anything here that was out of line. We were trying to find out information and learning nothing. So, we poke open a chest and poof, massive encounter. Next scene in the flying castle. The DM added an extra element based on one character's backstory. The character chased down that lead, as was 100% expected, and triggered a fight, which immediately spread throughout the entire keep. No confusion, no one running around asking what is going one. Just 100% mass reaction. I mean, when you added in the character's backstory encounter, what did you expect was going to happen? Plus adding in the former bad guy from an earlier scenario meant we now had a huge time pressure to accomplish anything before we were discovered. Plus completely blocking any forward movement by the rest of the group with a honking big dragon. Let's not forget adding every spoken language to Mr. Dragon as well, completely blocking any possible chance of talking our way past the dragon. Yeah, the group is about as subtle as a kick to the head. But, there's the other side of the coin. Every time we try to do something that isn't direct force, we wind up poncing about for a while, getting frustrated and then combat starts. [/QUOTE]
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