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Can the GM cheat?
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<blockquote data-quote="timASW" data-source="post: 6134024" data-attributes="member: 6698787"><p>AP's dont in any way collapse if you go off them. Take the shackled campaign you were talking about for instance. It doesnt in any way collapse if the players sail away, or not any more then any other location based adventure does. Because thats really what your complaining about. If they decide to just leave the location then no location based adventure is gonna work. thats not railroading. They can still go away and do other things, they have full freedom of choice. That particular plot just doesnt advance without them engaging with it. </p><p></p><p>If they sail away, they sail away. You still have some very well written location and NPC material to use for that part of the world if they come back. And you probably have a timeline for whats going to happen in their absence (i havent played that one). </p><p></p><p>So say for instance they want to go pirate hunting instead with their ship, or be pirates. Either way. So what? Throw a quick session of pirate based fun at them and then when they come back to claim their rewards or sell their loot you let them know whats happened in the meantime and see if they want to check it out and get back on the AP. </p><p></p><p>And if not, then you can reliably run any sort of adventures out of those locations and with those rich NPC's as your backdrop.</p></blockquote><p></p>
[QUOTE="timASW, post: 6134024, member: 6698787"] AP's dont in any way collapse if you go off them. Take the shackled campaign you were talking about for instance. It doesnt in any way collapse if the players sail away, or not any more then any other location based adventure does. Because thats really what your complaining about. If they decide to just leave the location then no location based adventure is gonna work. thats not railroading. They can still go away and do other things, they have full freedom of choice. That particular plot just doesnt advance without them engaging with it. If they sail away, they sail away. You still have some very well written location and NPC material to use for that part of the world if they come back. And you probably have a timeline for whats going to happen in their absence (i havent played that one). So say for instance they want to go pirate hunting instead with their ship, or be pirates. Either way. So what? Throw a quick session of pirate based fun at them and then when they come back to claim their rewards or sell their loot you let them know whats happened in the meantime and see if they want to check it out and get back on the AP. And if not, then you can reliably run any sort of adventures out of those locations and with those rich NPC's as your backdrop. [/QUOTE]
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