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Ever played the Dead Gods adventure?
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<blockquote data-quote="Mesh Hong" data-source="post: 4879011" data-attributes="member: 73463"><p>I feel your pain. Unfortunately I am in a similiar situation but I do not have the luxury of being able to blame a published adventure. I am running my own plot that even though the premise is mind bogglingly simple the information and situation surrounding it, or being caused by it, is astronomically complicated and gets more complicated the more the players interact with it.</p><p> </p><p>My poor players have just hit level 18 (started from 1st) and the majority of them still do not <em>really</em> understand what they are supposed to be doing, at least beyond reacting to what ever current predicament they currently find themselves in.</p><p> </p><p>At several points they have had opportunities to ask clever or at least direct questions that would give them answers or insights into the plot but for some reason they either just can't decide what to ask and waste their opportunities.</p><p> </p><p>One of those face palm moments was about six levels ago when the group had just travelled about 600 miles to get somewhere and one player actually said;</p><p> </p><p>"I don't know what we are we doing here"</p><p> </p><p>I suppose I am the only person to blame in my situation as we are all very experienced roleplayers over many systems. It just seems like my group are not really that prepared for investigation or a slow reveal in a Fantasy setting, where as if they were playing Call of Cthulhu that is what they would expect.</p><p> </p><p>My reaction to the players being overwhelmed by the apparent mystery of the plot was to make the next section of the campaign a lot more linear. But this just resulted in too much of a railroad situation and the players started to feel a little constricted, so I am now throwing all caution to the wind, ripping up my preconceptions and seeing where they go and what they do.......</p><p> </p><p>the first thing I am expecting is a whole lot of in character bickering as they turn to each other and say "where do we go now?" but that at least is a start <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><p> </p><p>And I agree with <strong>Vagabundo</strong> if subtle doesn't work..</p></blockquote><p></p>
[QUOTE="Mesh Hong, post: 4879011, member: 73463"] I feel your pain. Unfortunately I am in a similiar situation but I do not have the luxury of being able to blame a published adventure. I am running my own plot that even though the premise is mind bogglingly simple the information and situation surrounding it, or being caused by it, is astronomically complicated and gets more complicated the more the players interact with it. My poor players have just hit level 18 (started from 1st) and the majority of them still do not [I]really[/I] understand what they are supposed to be doing, at least beyond reacting to what ever current predicament they currently find themselves in. At several points they have had opportunities to ask clever or at least direct questions that would give them answers or insights into the plot but for some reason they either just can't decide what to ask and waste their opportunities. One of those face palm moments was about six levels ago when the group had just travelled about 600 miles to get somewhere and one player actually said; "I don't know what we are we doing here" I suppose I am the only person to blame in my situation as we are all very experienced roleplayers over many systems. It just seems like my group are not really that prepared for investigation or a slow reveal in a Fantasy setting, where as if they were playing Call of Cthulhu that is what they would expect. My reaction to the players being overwhelmed by the apparent mystery of the plot was to make the next section of the campaign a lot more linear. But this just resulted in too much of a railroad situation and the players started to feel a little constricted, so I am now throwing all caution to the wind, ripping up my preconceptions and seeing where they go and what they do....... the first thing I am expecting is a whole lot of in character bickering as they turn to each other and say "where do we go now?" but that at least is a start :) And I agree with [B]Vagabundo[/B] if subtle doesn't work.. [/QUOTE]
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