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<blockquote data-quote="Henry" data-source="post: 11015" data-attributes="member: 158"><p>Flexor, </p><p></p><p>I suggest you have your solution right in front of you - just speed up the timetable a bit. It might hurt your feel for what the adventure might look like properly fleshed out, but the second rule of Dm'ing is "Make sure that all players are enjoying themselves."</p><p></p><p>The Moathouse, as well as the Dungeon complex, have plenty of combat available to spice things up a bit. Just remember that although roleplaying is many different things to different people, that not all players are comfortable with deep interaction scenarios, and some are more comfortable with taking direct action. It sounds like your latter two players are in this category. Return to the TOE has plenty of action, but it may be that the players want to experience it a little sooner.</p><p></p><p>I myself always run my games with two object lessons in mind:</p><p></p><ol> <li data-xf-list-type="ol">Not all problems can be solved through combat. The evil army cannot be defeated through the PC's flexing their muscles - they must be infiltrated and spied upon. One of the fighters may even have to do a little political maneuvering and backstabbing to rise in the ranks, just to be privy to what's going on.<br /> </li> <li data-xf-list-type="ol">Not all problems can be solved through diplomacy - that nest of Wererats about to sacrifice the PC's children in a religious ritual at midnight aren't going to give them up with a bribe or a stern talking-to. They must be rooted out of each dank hole, room by room, foe by foe, until they rescue the children.<br /> [/list=1]<br /> <br /> That way, there's always a little something for each type of player in the games I run.</li> </ol></blockquote><p></p>
[QUOTE="Henry, post: 11015, member: 158"] Flexor, I suggest you have your solution right in front of you - just speed up the timetable a bit. It might hurt your feel for what the adventure might look like properly fleshed out, but the second rule of Dm'ing is "Make sure that all players are enjoying themselves." The Moathouse, as well as the Dungeon complex, have plenty of combat available to spice things up a bit. Just remember that although roleplaying is many different things to different people, that not all players are comfortable with deep interaction scenarios, and some are more comfortable with taking direct action. It sounds like your latter two players are in this category. Return to the TOE has plenty of action, but it may be that the players want to experience it a little sooner. I myself always run my games with two object lessons in mind: [list=1] [*]Not all problems can be solved through combat. The evil army cannot be defeated through the PC's flexing their muscles - they must be infiltrated and spied upon. One of the fighters may even have to do a little political maneuvering and backstabbing to rise in the ranks, just to be privy to what's going on. [*]Not all problems can be solved through diplomacy - that nest of Wererats about to sacrifice the PC's children in a religious ritual at midnight aren't going to give them up with a bribe or a stern talking-to. They must be rooted out of each dank hole, room by room, foe by foe, until they rescue the children. [/list=1] That way, there's always a little something for each type of player in the games I run.[/list] [/QUOTE]
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