Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
extended rests
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="jbear" data-source="post: 5233775" data-attributes="member: 75065"><p>Two extended rests during a jail break... hard to imagine, really. Unless your tlalking about having survived 2 nights outside of the prison after they have escaped. </p><p> </p><p>What is more important to you:</p><p> </p><p>-Going easy on what you call a newbie group of players</p><p> </p><p>-Or giving them a play experience where their decisions as a group matter.</p><p> </p><p>I know which one I'd prefer. I guess setting up a situation so difficult to overcome that they are bound to be slaughtered by the 3rd encounter unless they... unless they... hide themselves in a nearby discarded paper bag is not an ideal starter adventure.</p><p> </p><p>Something like a Jail break can be perfectly run as Skill Challenge. Each fail could have lead to a bloody but short combat encounter. You could have mapped out your prison and depending on their escape route the group would have to overcome different obstacles and difficulties. Rather than: Can you hack your way through hundreds of prison guards, you could have run it more free flow, narrative where viable solutions could meet with success before anyone even picked up a dice to roll an ability check. Once out of the Jail when the bounty hunters, guards, tracker dogs and hired assassins have been sent after them, then resting holed up in Grandma Fudge's barn is a believable and viable option between encounters. In the prison itself... you'd have a hard job convincing me, but I'm open mided... Any way, these are options to keep in mind in future.</p><p> </p><p>As I player I'd be frustrated by two things in particular:</p><p>1) I am forced to go this way even though I think this other way is a better option (probably avoiding combat)</p><p>2) My actions have no consequence, including my errors.</p><p> </p><p>I guess 'needing to go easy on these poor defenseless newbies' can be substituted by providing alternatives to their actions which don't involve combat encounters at all. Letting your players know that they can imagine there way out of a situation and into a solution is an important concept to put forward to new players as early as possible.</p></blockquote><p></p>
[QUOTE="jbear, post: 5233775, member: 75065"] Two extended rests during a jail break... hard to imagine, really. Unless your tlalking about having survived 2 nights outside of the prison after they have escaped. What is more important to you: -Going easy on what you call a newbie group of players -Or giving them a play experience where their decisions as a group matter. I know which one I'd prefer. I guess setting up a situation so difficult to overcome that they are bound to be slaughtered by the 3rd encounter unless they... unless they... hide themselves in a nearby discarded paper bag is not an ideal starter adventure. Something like a Jail break can be perfectly run as Skill Challenge. Each fail could have lead to a bloody but short combat encounter. You could have mapped out your prison and depending on their escape route the group would have to overcome different obstacles and difficulties. Rather than: Can you hack your way through hundreds of prison guards, you could have run it more free flow, narrative where viable solutions could meet with success before anyone even picked up a dice to roll an ability check. Once out of the Jail when the bounty hunters, guards, tracker dogs and hired assassins have been sent after them, then resting holed up in Grandma Fudge's barn is a believable and viable option between encounters. In the prison itself... you'd have a hard job convincing me, but I'm open mided... Any way, these are options to keep in mind in future. As I player I'd be frustrated by two things in particular: 1) I am forced to go this way even though I think this other way is a better option (probably avoiding combat) 2) My actions have no consequence, including my errors. I guess 'needing to go easy on these poor defenseless newbies' can be substituted by providing alternatives to their actions which don't involve combat encounters at all. Letting your players know that they can imagine there way out of a situation and into a solution is an important concept to put forward to new players as early as possible. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
extended rests
Top