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Episode 3 NPC behavior explanation?
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<blockquote data-quote="Tormyr" data-source="post: 8061062" data-attributes="member: 6776887"><p>My players liked episode 4 well enough (although episode 2 was their favorite).</p><p></p><p>The court intrigue at the beginning is an opportunity for role play, but like everything in these adventures, can be modified to fit your group's interests. It is an opportunity for the heroes to look beyond themselves and see that even if they don't care about fishing rights along the coast, it matters to these people, and a give and take needs to occur for everyone to be satisfied. Similar things happen in a lot of the side quests in adventure 3. The goblins need stability of resources and can benefit from trade. The dragon wants her egg back and can provide shelter for the refugees. The nobles of Dassen have their own concerns, and by working with those, the heroes can get vital influence in the court to slow down Steppengard's advance.</p><p></p><p>If the heroes gain enough victory points without the battle (or are very nearly there), you could just narrate holding the line. However, some of your players might enjoy it (you will know them best). The battle here is practice for holding the gate in adventure 9. Much will swing on whether the heroes were able to sabotage and eliminate all of the catapults and get the extra troops from Dashgoban and Timor. Positive accomplishments, like winning the favor of nobles, make later tasks, such as sabotaging the river, easier.</p><p></p><p>Always remember, the events depicted in the adventures are just <em>one</em> way things could play out. Enjoy making the adventure yours.! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Tormyr, post: 8061062, member: 6776887"] My players liked episode 4 well enough (although episode 2 was their favorite). The court intrigue at the beginning is an opportunity for role play, but like everything in these adventures, can be modified to fit your group's interests. It is an opportunity for the heroes to look beyond themselves and see that even if they don't care about fishing rights along the coast, it matters to these people, and a give and take needs to occur for everyone to be satisfied. Similar things happen in a lot of the side quests in adventure 3. The goblins need stability of resources and can benefit from trade. The dragon wants her egg back and can provide shelter for the refugees. The nobles of Dassen have their own concerns, and by working with those, the heroes can get vital influence in the court to slow down Steppengard's advance. If the heroes gain enough victory points without the battle (or are very nearly there), you could just narrate holding the line. However, some of your players might enjoy it (you will know them best). The battle here is practice for holding the gate in adventure 9. Much will swing on whether the heroes were able to sabotage and eliminate all of the catapults and get the extra troops from Dashgoban and Timor. Positive accomplishments, like winning the favor of nobles, make later tasks, such as sabotaging the river, easier. Always remember, the events depicted in the adventures are just [I]one[/I] way things could play out. Enjoy making the adventure yours.! :) [/QUOTE]
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Episode 3 NPC behavior explanation?
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