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<blockquote data-quote="fba827" data-source="post: 6740364" data-attributes="member: 807"><p>It's more the design of chapter 1 of the adventure. It is there to make the pcs feel like helpless prisoners. I know my players would hate and feel frustrated by it. If your players are ok with it then they'll feel all the more satisfied when they do escape! I , on the other hand, will be glossing over part of their time as pregame exposition, and also role play out introductions with the npcs as a montage, then pick up as they get told by the guy that he'll give them the key at dinner, then let the players play out the activities for the day knowing there is a plan by night...</p><p></p><p>Fortunately, the remaining chapters that I've read aren't so demoralizing to -players- as that first chapter so it can be fun, just have to know your players and how much you want to do with chapter 1s situation.</p></blockquote><p></p>
[QUOTE="fba827, post: 6740364, member: 807"] It's more the design of chapter 1 of the adventure. It is there to make the pcs feel like helpless prisoners. I know my players would hate and feel frustrated by it. If your players are ok with it then they'll feel all the more satisfied when they do escape! I , on the other hand, will be glossing over part of their time as pregame exposition, and also role play out introductions with the npcs as a montage, then pick up as they get told by the guy that he'll give them the key at dinner, then let the players play out the activities for the day knowing there is a plan by night... Fortunately, the remaining chapters that I've read aren't so demoralizing to -players- as that first chapter so it can be fun, just have to know your players and how much you want to do with chapter 1s situation. [/QUOTE]
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