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DDEX1-4 Dues for the Dead GM notes and discussion
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<blockquote data-quote="Ricochet" data-source="post: 6737542" data-attributes="member: 2024"><p><strong>Dues for the Dead shortcut</strong></p><p></p><p><strong>Originally posted by akaddk:</strong></p><p></p><p>I'm about to run Dues for the Dead and having played through it before, I know of the issue with area 2 that leads straight to area 13 which of course is just around the corner from the final encounter. This, to me, spoiled the entire adventure when I played through it. We had very little in-game reason to further explore thus we ended up missing out on half the content.</p><p> </p><p>As a DM, I'm considering sabotaging the shortcut. I know that the majority of people who find it will go down it because... well, because that's what PC's do. I figure if I just make the block and tackle lift broken, that will be enough to discourage the players from going down there and if they insist and use their own ropes, well, then, I won't stop them.</p><p> </p><p>So my question is whether or not I should even discourage going down or not? Again, as a player I felt a bit ripped off and as a DM I'd like the players to experience all the content of the module. But as an Adventurer's League Expeditions scenario, I'm not sure if this is appropriate or overstepping the bounds of my position.</p><p></p><p></p><p><strong>Originally posted by TheBreen:</strong></p><p></p><p></p><p> </p><p>But…but… that's your answer right there. My adventurers, at least, are among other things <strong>explorers</strong>. You may never have another chance to explore someplace where very few people—even Kelemvorites!—get to go. Why <em>wouldn't</em> you explore it? [Plus, if you don't clear it all out, "Doomguide Glandon insinuates that [the PC's] assistance would be helpful in clearing out the Necropolis of undead."]</p><p> </p><p></p><p> </p><p>I can't speak as to whether you're <em>allowed</em> to make this change, but as both a player and DM I strongly recommend that you don't. Player choice is at the heart of the game. If you remove that choice you're doing the players a disservice. Worse, by modifying the scene in this way you may actually be <em>encouraging</em> the players to use the block and tackle. They'll feel "clever" if they "outwit" the scenario by using their own rope to get to the next level down.</p><p> </p><p>If you want to discourage them, there are other ways that may be better. Have Cassyt say, "<em>I'm</em> not going down that thing." Then they either have to go on without their guide (and worry about her safety while they're gone) or go back for her afterward. If they go down there anyway, when they come back up, have her ask for help checking the rest of the areas to make sure they're safe. Or, have Doomguide Glandon ask the party to go back and clear out any remaining undead.</p><p> </p><p>All of these ways give the party a reason to explore the rest of the catacombs, but still leave the choice in their hands.</p><p> </p><p>As always, this is just my two cents' worth. Just make sure the table has fun playing.</p><p> </p><p> </p><p></p><p></p><p><strong>Originally posted by Jeraxle:</strong></p><p></p><p>Dues for the Dead was my first session in AL and exploring the caverns was enjoyable by the DM describing the scene and settings plus it led to us getting full xp, so personally I wouldn't create the short cut and would follow The Breens advice.</p><p></p><p></p><p><strong>Originally posted by akaddk:</strong></p><p></p><p>Yeah but it's also a major anti-climax. It becomes less about getting to a goal and more about having to fulfil a mission parameter to get full XP. It becomes a chore rather than part of the fun of leading up to the BBEG. Plus it also means taking on the BBEG at full strength rather than having depleted resources, making the final encounter a cake-walk rather than a challenge, which further makes clearing out the rest of the dungeon little more than an exercise in completionism.</p><p></p><p></p><p><strong>Originally posted by ewspy69:</strong></p><p></p><p>Played this last night for expeditions. We did the same thing and ended taking out the main character in the first hour of a four hour session. The DM had Cassy ask us to clear out the rest of the place and we went at it and had a lot of fun since we didn't feel rushed to get through to the end.</p><p></p><p></p><p><strong>Originally posted by Jeraxle:</strong></p><p></p><p>What you have to remember is that all the sessions are leading up to one big climatic event and not every session is going to be hack and slash from what I've been told the previous session were more investigative/roleplay. Which is something I enjoy over straight dungeon crawl. If you find that your party is walking through the combat you can up it to make it tougher on them?</p><p></p><p></p><p><strong>Originally posted by Vobeskhan:</strong></p><p></p><p>Ran it this weekend and my players didnt even go into room 2, instead they wanted to head straight in to where the remains of the cleric had been found, which I said was on the landing outside the door to room 4 (Bone pit).</p><p> </p><p>They also didnt investigate the Necropolis.</p></blockquote><p></p>
[QUOTE="Ricochet, post: 6737542, member: 2024"] [b]Dues for the Dead shortcut[/b] [b]Originally posted by akaddk:[/b] I'm about to run Dues for the Dead and having played through it before, I know of the issue with area 2 that leads straight to area 13 which of course is just around the corner from the final encounter. This, to me, spoiled the entire adventure when I played through it. We had very little in-game reason to further explore thus we ended up missing out on half the content. As a DM, I'm considering sabotaging the shortcut. I know that the majority of people who find it will go down it because... well, because that's what PC's do. I figure if I just make the block and tackle lift broken, that will be enough to discourage the players from going down there and if they insist and use their own ropes, well, then, I won't stop them. So my question is whether or not I should even discourage going down or not? Again, as a player I felt a bit ripped off and as a DM I'd like the players to experience all the content of the module. But as an Adventurer's League Expeditions scenario, I'm not sure if this is appropriate or overstepping the bounds of my position. [b]Originally posted by TheBreen:[/b] But…but… that's your answer right there. My adventurers, at least, are among other things [b]explorers[/b]. You may never have another chance to explore someplace where very few people—even Kelemvorites!—get to go. Why [i]wouldn't[/i] you explore it? [Plus, if you don't clear it all out, "Doomguide Glandon insinuates that [the PC's] assistance would be helpful in clearing out the Necropolis of undead."] I can't speak as to whether you're [i]allowed[/i] to make this change, but as both a player and DM I strongly recommend that you don't. Player choice is at the heart of the game. If you remove that choice you're doing the players a disservice. Worse, by modifying the scene in this way you may actually be [i]encouraging[/i] the players to use the block and tackle. They'll feel "clever" if they "outwit" the scenario by using their own rope to get to the next level down. If you want to discourage them, there are other ways that may be better. Have Cassyt say, "[i]I'm[/i] not going down that thing." Then they either have to go on without their guide (and worry about her safety while they're gone) or go back for her afterward. If they go down there anyway, when they come back up, have her ask for help checking the rest of the areas to make sure they're safe. Or, have Doomguide Glandon ask the party to go back and clear out any remaining undead. All of these ways give the party a reason to explore the rest of the catacombs, but still leave the choice in their hands. As always, this is just my two cents' worth. Just make sure the table has fun playing. [b]Originally posted by Jeraxle:[/b] Dues for the Dead was my first session in AL and exploring the caverns was enjoyable by the DM describing the scene and settings plus it led to us getting full xp, so personally I wouldn't create the short cut and would follow The Breens advice. [b]Originally posted by akaddk:[/b] Yeah but it's also a major anti-climax. It becomes less about getting to a goal and more about having to fulfil a mission parameter to get full XP. It becomes a chore rather than part of the fun of leading up to the BBEG. Plus it also means taking on the BBEG at full strength rather than having depleted resources, making the final encounter a cake-walk rather than a challenge, which further makes clearing out the rest of the dungeon little more than an exercise in completionism. [b]Originally posted by ewspy69:[/b] Played this last night for expeditions. We did the same thing and ended taking out the main character in the first hour of a four hour session. The DM had Cassy ask us to clear out the rest of the place and we went at it and had a lot of fun since we didn't feel rushed to get through to the end. [b]Originally posted by Jeraxle:[/b] What you have to remember is that all the sessions are leading up to one big climatic event and not every session is going to be hack and slash from what I've been told the previous session were more investigative/roleplay. Which is something I enjoy over straight dungeon crawl. If you find that your party is walking through the combat you can up it to make it tougher on them? [b]Originally posted by Vobeskhan:[/b] Ran it this weekend and my players didnt even go into room 2, instead they wanted to head straight in to where the remains of the cleric had been found, which I said was on the landing outside the door to room 4 (Bone pit). They also didnt investigate the Necropolis. [/QUOTE]
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