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*TTRPGs General
Don't love your villains (or "How I screwed up, and how I fixed it")
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<blockquote data-quote="steeldragons" data-source="post: 5706982" data-attributes="member: 92511"><p>I'm with Umbran and others, here. You had a villain. A great set up. A great scene. </p><p></p><p>Just because it didn't end the way the players wanted??? Ummmm...so?</p><p></p><p>Players are not entitled to have everything work out the way they like...in fact, in practically every game I've ever played that is not the case...not always, at least. You work with wutcha got and adapt...or die. lol.</p><p></p><p>Myself as a player, and groups I've played with...that would have been a fantastic "Oh $#!t" moment! </p><p></p><p>What I might have suggested, that could conceivably have worked better, maybe...would have been to "end scene" with them in the treasure room with the beating heart...it was 10:30...game was over. See you next week/session...expecting that the start of the next session would involve finding out all of the awesome treasure they'd gained and distribution...then the big "bang" moment would have started off the next session instead of ending the previous.</p><p></p><p>The PCs leave feeling they have done all they can and with the anticipatinon mounting for next session to get rich and "I'm gonna plunge the sword into her heart" at the start of next session. Hind sight being 20-20 and all.</p><p></p><p>Water under the proberbial bridge, obviously. But just a note for pacing for "next time". </p><p></p><p>I think you handled it very well with the players after the fact...but don't ever short-change your ideas/plans (you are the DM after all) because the palyers might not like it.</p><p></p><p>Just my coppers.</p><p>--SD</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5706982, member: 92511"] I'm with Umbran and others, here. You had a villain. A great set up. A great scene. Just because it didn't end the way the players wanted??? Ummmm...so? Players are not entitled to have everything work out the way they like...in fact, in practically every game I've ever played that is not the case...not always, at least. You work with wutcha got and adapt...or die. lol. Myself as a player, and groups I've played with...that would have been a fantastic "Oh $#!t" moment! What I might have suggested, that could conceivably have worked better, maybe...would have been to "end scene" with them in the treasure room with the beating heart...it was 10:30...game was over. See you next week/session...expecting that the start of the next session would involve finding out all of the awesome treasure they'd gained and distribution...then the big "bang" moment would have started off the next session instead of ending the previous. The PCs leave feeling they have done all they can and with the anticipatinon mounting for next session to get rich and "I'm gonna plunge the sword into her heart" at the start of next session. Hind sight being 20-20 and all. Water under the proberbial bridge, obviously. But just a note for pacing for "next time". I think you handled it very well with the players after the fact...but don't ever short-change your ideas/plans (you are the DM after all) because the palyers might not like it. Just my coppers. --SD [/QUOTE]
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Don't love your villains (or "How I screwed up, and how I fixed it")
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