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<blockquote data-quote="Lanefan" data-source="post: 6778264" data-attributes="member: 29398"><p>Sometimes these are true; other times the DM doesn't see the "problem" coming until it hits; and I put the word 'problem' in quotes as this sort of thing is only a problem if the group as a whole lets it be a problem. Players are (usually) creative people. Adventuring parties are surprisingly resilient things.</p><p></p><p>I guess I'm lucky, then, as pretty much every DM I've ever had was/is usually able to fly blind for long enough to keep the session going for the night no matter what we-as-players do, and tidy things up afterwards if need be. For my own part as a DM, I've almost always got at least one or two adventures or mini-adventures or ideas sitting in reserve in case the main adventure goes off the rails (many times the party is on its current adventure having had a choice of more than one adventure to do anyway, it's easy enough to fall back to plan B); failing that I can always wing something...and if I'm really stuck (which happens now and then despite my best intentions) wandering monsters can be a very good friend. (on at least one occasion in the past said wandering monsters have in fact become their own adventure)</p><p></p><p>Depends. If the party in fact has the means to continue either within its own resources or by finding a plan B such as another access already present in the adventure and for whatever reason they don't do it, I'm not going to hold their hands. If the party's screwed due to no fault of their own e.g. the only key to the door got melted by a fireball last night and they've absolutely no other way through then I'll put something in.</p><p></p><p>Sigh...those are players without any concept of a plan B.</p><p></p><p>Let's see...just from the tiny snippet of an example you give above the players could try sending the party to:</p><p></p><p>Plan B: Find and intercept and take out the orcs to whom the slaves were to be sold (then set up an ambush to take out the slavers on arrival)</p><p>Plan C: Find where the slaves-to-be are being held right now and bust 'em out</p><p>Plan D: Determine what route the slavers and slaves will be taking to get to the orcs and set up an intercept</p><p>Plan E: Find out where the orcs will be taking the slaves after purchase and either intercept en route or rescue once they're on site</p><p></p><p>Note however that all these options require some proactive information gathering by the characters, something that IME seems to be anathaema to some players.</p><p></p><p>Lan-"there's always a plan B"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 6778264, member: 29398"] Sometimes these are true; other times the DM doesn't see the "problem" coming until it hits; and I put the word 'problem' in quotes as this sort of thing is only a problem if the group as a whole lets it be a problem. Players are (usually) creative people. Adventuring parties are surprisingly resilient things. I guess I'm lucky, then, as pretty much every DM I've ever had was/is usually able to fly blind for long enough to keep the session going for the night no matter what we-as-players do, and tidy things up afterwards if need be. For my own part as a DM, I've almost always got at least one or two adventures or mini-adventures or ideas sitting in reserve in case the main adventure goes off the rails (many times the party is on its current adventure having had a choice of more than one adventure to do anyway, it's easy enough to fall back to plan B); failing that I can always wing something...and if I'm really stuck (which happens now and then despite my best intentions) wandering monsters can be a very good friend. (on at least one occasion in the past said wandering monsters have in fact become their own adventure) Depends. If the party in fact has the means to continue either within its own resources or by finding a plan B such as another access already present in the adventure and for whatever reason they don't do it, I'm not going to hold their hands. If the party's screwed due to no fault of their own e.g. the only key to the door got melted by a fireball last night and they've absolutely no other way through then I'll put something in. Sigh...those are players without any concept of a plan B. Let's see...just from the tiny snippet of an example you give above the players could try sending the party to: Plan B: Find and intercept and take out the orcs to whom the slaves were to be sold (then set up an ambush to take out the slavers on arrival) Plan C: Find where the slaves-to-be are being held right now and bust 'em out Plan D: Determine what route the slavers and slaves will be taking to get to the orcs and set up an intercept Plan E: Find out where the orcs will be taking the slaves after purchase and either intercept en route or rescue once they're on site Note however that all these options require some proactive information gathering by the characters, something that IME seems to be anathaema to some players. Lan-"there's always a plan B"-efan [/QUOTE]
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