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<blockquote data-quote="Majoru Oakheart" data-source="post: 6419891" data-attributes="member: 5143"><p>Being the OP, I can say that out of the 5 players in the game, 2 of the complained about Murder in Baldur's Gate. One minorly complained and the other one majorly complained. The player I was talking about in the OP complained about nearly everything that happened in the adventure. The adventure in question is designed to run in "phases". Most of the phases take place on different days as the events in them need to be spaced out to make the story make any sense. Though the adventure gives the advice that they should be sped up or slowed down in order to create the pacing you want. Though a bunch of the story would make nearly ZERO sense if sped up too much. One event requires a riot after the people of the city have put up with the constant horrible events happening to them over the previous couple of days. I doubt a riot would start later in the day after having to put up with a whole hour of a new law being put into effect.</p><p></p><p>I was using a pace of about 1 phase on each day. The player in question noticed that. He started making jokes about "Well, since nothing important is happening, I guess I go to sleep. I know that when I go to sleep something interesting happens the next day. When I run out of interesting things to do, I know it's time to sleep since I know nothing else interesting is going to happen today."</p><p></p><p>I congratulated him on being so smart that he figured out that sometimes interesting things didn't happen more than once per day to them. I encouraged him to spend the rest of the time during the day roleplaying the personal motivations of his character and giving more flavor to his character's personality. Perhaps he could even come up with a way to get a jump on the events happening the next day BEFORE they happened instead of waiting for them to happen.</p><p></p><p>He sarcastically answered "No, the adventure wants me to wait until the next day, so I do precisely what the adventure wants me to do."</p><p></p><p>But part of my choosing the pace of events I did was to create a believable story that seemed to flow at the pace one would expect from the events in the adventure. Speeding them up dramatically would have given this player precisely what he wanted: Non-stop action and things to do. But it would have become a world where information spreads to everyone in the city instantly, which would have caused a large issue with immersion.</p><p></p><p>When I asked at the end of the adventure, only 2 of the 5 had an issue with it. Though, I admit the adventure was contentious. Which was kind of strange because I normally run MUCH more railroady adventures for the same group and they love them. This one had a lot of freedom built in except for the phases(which were still somewhat controllable if the PCs put a lot of effort into changing them), they were able to go anywhere in the city and do anything they want. Compared to most dungeon crawls where their choices consisted of "do I head down the corridor or go home?", this was dramatically more open. Yet this was the first adventure to ever get called out for how railroady it was.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 6419891, member: 5143"] Being the OP, I can say that out of the 5 players in the game, 2 of the complained about Murder in Baldur's Gate. One minorly complained and the other one majorly complained. The player I was talking about in the OP complained about nearly everything that happened in the adventure. The adventure in question is designed to run in "phases". Most of the phases take place on different days as the events in them need to be spaced out to make the story make any sense. Though the adventure gives the advice that they should be sped up or slowed down in order to create the pacing you want. Though a bunch of the story would make nearly ZERO sense if sped up too much. One event requires a riot after the people of the city have put up with the constant horrible events happening to them over the previous couple of days. I doubt a riot would start later in the day after having to put up with a whole hour of a new law being put into effect. I was using a pace of about 1 phase on each day. The player in question noticed that. He started making jokes about "Well, since nothing important is happening, I guess I go to sleep. I know that when I go to sleep something interesting happens the next day. When I run out of interesting things to do, I know it's time to sleep since I know nothing else interesting is going to happen today." I congratulated him on being so smart that he figured out that sometimes interesting things didn't happen more than once per day to them. I encouraged him to spend the rest of the time during the day roleplaying the personal motivations of his character and giving more flavor to his character's personality. Perhaps he could even come up with a way to get a jump on the events happening the next day BEFORE they happened instead of waiting for them to happen. He sarcastically answered "No, the adventure wants me to wait until the next day, so I do precisely what the adventure wants me to do." But part of my choosing the pace of events I did was to create a believable story that seemed to flow at the pace one would expect from the events in the adventure. Speeding them up dramatically would have given this player precisely what he wanted: Non-stop action and things to do. But it would have become a world where information spreads to everyone in the city instantly, which would have caused a large issue with immersion. When I asked at the end of the adventure, only 2 of the 5 had an issue with it. Though, I admit the adventure was contentious. Which was kind of strange because I normally run MUCH more railroady adventures for the same group and they love them. This one had a lot of freedom built in except for the phases(which were still somewhat controllable if the PCs put a lot of effort into changing them), they were able to go anywhere in the city and do anything they want. Compared to most dungeon crawls where their choices consisted of "do I head down the corridor or go home?", this was dramatically more open. Yet this was the first adventure to ever get called out for how railroady it was. [/QUOTE]
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