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<blockquote data-quote="Krensky" data-source="post: 5555707" data-attributes="member: 30936"><p>If they agreed to play the adventure path, which I stated as a premise from the beginning, jerk is putting it mildly.</p><p></p><p></p><p></p><p>With the singular premise that the players agreed to play in a AP-style module, which I maintained since the beginning, I still don't see a difference between refusing to do anything or choosing to do anything other then play the module. It's not a question of preferred play style, it's a question of agreed terms of the game. I'm sorry, but if you agree to play in a AP-style module and then take the obvious 'hire on as caravan guards' hook and turn it into replacing the local crime ecosystem, you're breaking the game.</p><p></p><p></p><p></p><p>Just like a sandbox! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Couldn't resist.</p><p></p><p></p><p></p><p>Agreed, but that's been part of this since the beginning. The players in your example are only 'breakers' if they agreed to play the adventure path. Under that reasonable premise (because we both agree if the GM didn't get buy in he screwed up big time), they're breaking the game. Put your preference for 'pure' sandbox aside and imagine yourself at the first session of a new campaign where the GM said he was going to run an adventure path. He says there's a caravan looking for guards. Are you really going to claim that it's unclear or obfuscated what the module expects you to do?</p></blockquote><p></p>
[QUOTE="Krensky, post: 5555707, member: 30936"] If they agreed to play the adventure path, which I stated as a premise from the beginning, jerk is putting it mildly. With the singular premise that the players agreed to play in a AP-style module, which I maintained since the beginning, I still don't see a difference between refusing to do anything or choosing to do anything other then play the module. It's not a question of preferred play style, it's a question of agreed terms of the game. I'm sorry, but if you agree to play in a AP-style module and then take the obvious 'hire on as caravan guards' hook and turn it into replacing the local crime ecosystem, you're breaking the game. Just like a sandbox! ;) Couldn't resist. Agreed, but that's been part of this since the beginning. The players in your example are only 'breakers' if they agreed to play the adventure path. Under that reasonable premise (because we both agree if the GM didn't get buy in he screwed up big time), they're breaking the game. Put your preference for 'pure' sandbox aside and imagine yourself at the first session of a new campaign where the GM said he was going to run an adventure path. He says there's a caravan looking for guards. Are you really going to claim that it's unclear or obfuscated what the module expects you to do? [/QUOTE]
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