pukunui
Legend
Hi all,
I'm currently running H1: Keep on the Shadowfell and I intend to follow it up with H2: Thunderspire Labyrinth. While I would prefer to design my own adventures, the time required to do so is a luxury I simply don't have. That being said, however, 4e makes me feel a lot more comfortable about winging it should my players do something unexpected or should they go off on a tangent.
Anyway, the thing is that I prefer not to emphasize that I'm using premade modules so that my players will focus more on the story and get more immersed in the fantasy world, etc etc. Although I understand why they do it, having modules with very revealing titles can be quite annoying sometimes ... as I discovered much to my chagrin just last session.
The players ran through the Water Cave encounter in H1 and discovered the letters and map that act as a hook for the Bloodreavers in H2. Unfortunately, when I was doing the map, I put an arrow pointing to the east with "Thunderspire" under it. In retrospect, I should have put "To the Seven-Pillared Hall", as that would've been more vague ... because as soon as one of my players saw the map, he blurted out, "Thunderspire! That's the name of the next module!" Doh!
Not all of my players pay attention to WotC's catalog, and I think that that just ruined things for them. They all know I want them to go to this Thunderspire place next. Yes, one of the players wants his character to go there anyway because he's a minotaur but that's beside the point. I don't want the group to feel railroaded into following the hooks to the next published module just to make it easier on me. I want them to feel free to let the adventure take them where they want to go.
So how do I "unspoil" the surprise? Any ideas?
Should I try to "trick" my players into thinking they going somewhere else only to have them wind up at Thunderspire after all? Should I go through all the other hooks with a fine tooth comb and make sure they don't read like neon signs with "This way to the next module" written on them? Should I just get over it and try harder to make hooks that are more vague yet somehow just as enticing?
I suppose I could make a new map without "Thunderspire" on it and swap it out for the first one and see if anyone notices/remembers the player's blurted comment next session ...
Thoughts? Comments? Questions? Anyone?
Thanks in advance.
Cheers,
Jonny
I'm currently running H1: Keep on the Shadowfell and I intend to follow it up with H2: Thunderspire Labyrinth. While I would prefer to design my own adventures, the time required to do so is a luxury I simply don't have. That being said, however, 4e makes me feel a lot more comfortable about winging it should my players do something unexpected or should they go off on a tangent.
Anyway, the thing is that I prefer not to emphasize that I'm using premade modules so that my players will focus more on the story and get more immersed in the fantasy world, etc etc. Although I understand why they do it, having modules with very revealing titles can be quite annoying sometimes ... as I discovered much to my chagrin just last session.
The players ran through the Water Cave encounter in H1 and discovered the letters and map that act as a hook for the Bloodreavers in H2. Unfortunately, when I was doing the map, I put an arrow pointing to the east with "Thunderspire" under it. In retrospect, I should have put "To the Seven-Pillared Hall", as that would've been more vague ... because as soon as one of my players saw the map, he blurted out, "Thunderspire! That's the name of the next module!" Doh!
Not all of my players pay attention to WotC's catalog, and I think that that just ruined things for them. They all know I want them to go to this Thunderspire place next. Yes, one of the players wants his character to go there anyway because he's a minotaur but that's beside the point. I don't want the group to feel railroaded into following the hooks to the next published module just to make it easier on me. I want them to feel free to let the adventure take them where they want to go.
So how do I "unspoil" the surprise? Any ideas?
Should I try to "trick" my players into thinking they going somewhere else only to have them wind up at Thunderspire after all? Should I go through all the other hooks with a fine tooth comb and make sure they don't read like neon signs with "This way to the next module" written on them? Should I just get over it and try harder to make hooks that are more vague yet somehow just as enticing?
I suppose I could make a new map without "Thunderspire" on it and swap it out for the first one and see if anyone notices/remembers the player's blurted comment next session ...
Thoughts? Comments? Questions? Anyone?
Thanks in advance.
Cheers,
Jonny
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