Ummm... RIGHT!michael_noah said:if we decide that it's not working, or that it's no longer needed, etc. I'd guess that we can get rid of a DM PC with a lot less fuss/hurt feelings, etc. than other options.

Ummm... RIGHT!michael_noah said:if we decide that it's not working, or that it's no longer needed, etc. I'd guess that we can get rid of a DM PC with a lot less fuss/hurt feelings, etc. than other options.

Dichotomy said:2. Getting someone from here
We could open a recruiting thread and try to find someone to join us. In the alternative, Ti suggested perhaps specifically asking someone we played with before to join us. Here's the thing (and if anyone from the EN World community is reading, this is only my experience), unreliability abounds and is easy to mask. As Ti can attest, I painstakingly chose the players for the first time I ran this adventure here. Everyone seemed rock solid. At the end of the day, each and every one of those players (that I didn't personally know) ended up dropping out. I also play in other games here, and, it bothers me to say it, but in my experience such unreliability is the rule, not the exception. There is no way to sufficiently screen for that sort of thing. If you guys want to go this route, we can try it, but I'd be leery.
I think you took what I said out of context and/or completely misunderstood what I said.TiCaudata said:I have already (maybe exhaustively) pointed out that 5 case studies hardly equal a rule. Add to that ENWorld's botched backup fiasco and I think that the fact that we managed to hobble to a TPK is pretty impressive.
Emphasis added. If what I said suggested that I was basing the "rule" off of only my original attempt at this adventure, I apologize for miscommunicating. What I intended to convey (which I thought was obvious) was that from the totality of my experience on these boards (which is somewhere around 8 or so games with varying players involved, as well as more than once seeing threads devoted solely to people saying things like "do any of YOUR games survive past a few weeks?") unreliability is the rule.I said... said:Here's the thing [snip], unreliability abounds and is easy to mask. As Ti can attest, [blah blah snip] I also play in other games here, and, it bothers me to say it, but in my experience such unreliability is the rule, not the exception.
While that has certainly been true in some cases, in almost every instance I've encountered such breakdown (excluding the previous incarnation of this game) the breakdown, oddly, occurred in midstride (like in combat, or in the middle of the dungeon, etc.).TiCaudata said:From your stories, breakdown comes during times of lull (e.g.'s the pause between recruiting and startup, the pause of replacing a character with a legitimate reason to leave, the pause of trying to locate the adventure using google's caches) so if we minimize lulls we stand a better chance of keeping the adventure moving.
I just KNEW we'd agree on something.TiCaudata said:I'm only addressing this part of the issue because I think the options of making the monsters easier or us tougher are even more reprehensible than a DMPC.
Dichotomy said:I just KNEW we'd agree on something.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.