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Forked from the Quasit Thread - Some DMing Advice Learned from my Mistakes.
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<blockquote data-quote="Croesus" data-source="post: 7138845" data-attributes="member: 35019"><p>I was running a different adventure from Primeval Thule, and had almost exactly the same situation. I modeled the chief along the lines of Shaka Zulu - violent, assertive, sensitive to slights, but also very shrewd and cunning. The PCs literally mocked the tribe and chief while talking to him, so he kicked them out of his realm. This should have derailed the entire adventure. </p><p></p><p>But I had already also set up a couple different factions in the tribal court. I had members of two different factions approach the PCs, suggesting various ways they could get back on the chief's good side (for the factions' own purposes, of course). One of the options was rescuing some captured villagers - the original adventure. The PCs chose that option and the adventure was back on track. If they had chosen the other option, that would have led them to another adventure I had prepared. If they had refused both options, then they better hope they get out of the tribe's territory by sundown...</p><p></p><p>So just because the players/PCs go out of their way to tick off NPCs, there are ways to move an adventure along. Not necessarily in the direction originally intended, but then again, that's half the fun. <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="Croesus, post: 7138845, member: 35019"] I was running a different adventure from Primeval Thule, and had almost exactly the same situation. I modeled the chief along the lines of Shaka Zulu - violent, assertive, sensitive to slights, but also very shrewd and cunning. The PCs literally mocked the tribe and chief while talking to him, so he kicked them out of his realm. This should have derailed the entire adventure. But I had already also set up a couple different factions in the tribal court. I had members of two different factions approach the PCs, suggesting various ways they could get back on the chief's good side (for the factions' own purposes, of course). One of the options was rescuing some captured villagers - the original adventure. The PCs chose that option and the adventure was back on track. If they had chosen the other option, that would have led them to another adventure I had prepared. If they had refused both options, then they better hope they get out of the tribe's territory by sundown... So just because the players/PCs go out of their way to tick off NPCs, there are ways to move an adventure along. Not necessarily in the direction originally intended, but then again, that's half the fun. :) [/QUOTE]
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Forked from the Quasit Thread - Some DMing Advice Learned from my Mistakes.
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