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Boy, that escalated quickly...
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<blockquote data-quote="Hussar" data-source="post: 6840055" data-attributes="member: 22779"><p>And that's fair enough too. Sure, we made mistakes. Like I said, we have minutes to think about a scenario that you spent days or even weeks thinking about. And, we're trying to resolve things with limited information and a strong sense that it's unlikely we'll be able to gain more information.</p><p></p><p>But, again, at the end of the day, I'll point to the fact that I didn't start this thread. The thread was started by asking why these scenarios kept blowing up into these long, drawn out combats. </p><p></p><p>I really do think that part of it is that there is very little room for any mistakes. The first mistake we make leads to a long, drawn out battle with all the defenders. </p><p></p><p>I mean, take the other campaign where we're in the flying castle. Remove the PC's wizard creator and the NPC from the previous scenario, neither of which are required to actually be in this scenario. They aren't key figures. Either remove them entirely, or put them farther away, perhaps in the upper part of the castle.</p><p></p><p>Now, run the same scenario again. We no longer have the scenario completely blowing up on us. No one there can instantly recognize us and no one there is going to dump an ultimatum on the PC causing everything to go pear shaped. It might go pear shaped still. True. That can certainly happen. But, with the inclusion of those two NPC's, it was inevitable. </p><p></p><p>Or our current scenario. Maybe instead of a small army guarding this house, on full alert, maybe there's a couple of guards patrolling the grounds. A single guard we could deal with and still get inside. Fifteen guards is impossible to get around. Even with a distraction, I highly doubt we'd have made it any further. Not with that set up. There were just too many guards and no way to deal with them quietly. So, we tried speed instead of stealth and that failed. Stealth wasn't going to work either. Too many checks. It was pretty much inevitable that we would fail.</p><p></p><p>The scenarios you both have designed over the past several months (remember, this has been ongoing for several scenarios in a row) are pretty much designed from the get go to have mass combats. You called the fight in the house with the paladin's sister a Boss fight. Why? Why did we need a boss fight there? We showed zero indication in wanting a big fight, didn't really know that guy from a hole in the ground, and had gone to great lengths, including starting riots in the town, to NOT have a boss fight.</p><p></p><p>And, ten feet into the house, there's fifteen guards that spot us and now we're in the middle of a great big fight.</p><p></p><p>Why not design that so that if we do start those riots and have those distractions, there's three guards in the house with the sister? Getting to the sister was the point of the exercise, not playing murder hobos. Why did we bother starting riots and exploring under the sewers? We could have walked up to the front door, kicked it in and gotten pretty much exactly the same results.</p><p></p><p>My point is, if the group is spending significant time trying to avoid these mass combats, maybe, just maybe, you could step back and not have the mass combats happen? Oh for five right now. Five straight scenarios where no amount of effort on our part makes the slightest bit of difference.</p><p></p><p>Or, maybe, let's switch up the scenarios a bit. How about laying off the "assault the house" scenarios for a while? It's been five or six straight times now between the two of you.</p></blockquote><p></p>
[QUOTE="Hussar, post: 6840055, member: 22779"] And that's fair enough too. Sure, we made mistakes. Like I said, we have minutes to think about a scenario that you spent days or even weeks thinking about. And, we're trying to resolve things with limited information and a strong sense that it's unlikely we'll be able to gain more information. But, again, at the end of the day, I'll point to the fact that I didn't start this thread. The thread was started by asking why these scenarios kept blowing up into these long, drawn out combats. I really do think that part of it is that there is very little room for any mistakes. The first mistake we make leads to a long, drawn out battle with all the defenders. I mean, take the other campaign where we're in the flying castle. Remove the PC's wizard creator and the NPC from the previous scenario, neither of which are required to actually be in this scenario. They aren't key figures. Either remove them entirely, or put them farther away, perhaps in the upper part of the castle. Now, run the same scenario again. We no longer have the scenario completely blowing up on us. No one there can instantly recognize us and no one there is going to dump an ultimatum on the PC causing everything to go pear shaped. It might go pear shaped still. True. That can certainly happen. But, with the inclusion of those two NPC's, it was inevitable. Or our current scenario. Maybe instead of a small army guarding this house, on full alert, maybe there's a couple of guards patrolling the grounds. A single guard we could deal with and still get inside. Fifteen guards is impossible to get around. Even with a distraction, I highly doubt we'd have made it any further. Not with that set up. There were just too many guards and no way to deal with them quietly. So, we tried speed instead of stealth and that failed. Stealth wasn't going to work either. Too many checks. It was pretty much inevitable that we would fail. The scenarios you both have designed over the past several months (remember, this has been ongoing for several scenarios in a row) are pretty much designed from the get go to have mass combats. You called the fight in the house with the paladin's sister a Boss fight. Why? Why did we need a boss fight there? We showed zero indication in wanting a big fight, didn't really know that guy from a hole in the ground, and had gone to great lengths, including starting riots in the town, to NOT have a boss fight. And, ten feet into the house, there's fifteen guards that spot us and now we're in the middle of a great big fight. Why not design that so that if we do start those riots and have those distractions, there's three guards in the house with the sister? Getting to the sister was the point of the exercise, not playing murder hobos. Why did we bother starting riots and exploring under the sewers? We could have walked up to the front door, kicked it in and gotten pretty much exactly the same results. My point is, if the group is spending significant time trying to avoid these mass combats, maybe, just maybe, you could step back and not have the mass combats happen? Oh for five right now. Five straight scenarios where no amount of effort on our part makes the slightest bit of difference. Or, maybe, let's switch up the scenarios a bit. How about laying off the "assault the house" scenarios for a while? It's been five or six straight times now between the two of you. [/QUOTE]
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