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How Do You Get Your Players To Stay On An Adventure Path?
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<blockquote data-quote="cavesalamander" data-source="post: 6711036" data-attributes="member: 12167"><p>Let's say that happens. What are your options as DM?</p><p></p><p>1) Use the heavy-handed approach: "That doesn't work. You can't do that." Not a good idea. Nobody's happy with that approach.</p><p></p><p>2) Throw out the rest of the path. "Well, there goes $20 out the window!" If the DM is good at winging things, this could still lead to a fun night at the table, but deep inside the DM will be disappointed. They no doubt had high hopes for the campaign, and its pretty much just been shot to hell. </p><p></p><p>3) Figure out a way to keep the AP moving forward, even if its in a slightly different direction that previously planned. Each path comes full of maps, monsters and villanous NPCs that can still be used, even if the big bad guy in charge of everything has been taken care of prematurely. The least elegant method just has a different bad guy picking up the reigns and continuing on as before ('The wife was the power behind the throne the whole time, who knew?!') </p><p></p><p>This should all come with the caveat that I've never run an adventure path so I'm not speaking from actual play experience here.</p></blockquote><p></p>
[QUOTE="cavesalamander, post: 6711036, member: 12167"] Let's say that happens. What are your options as DM? 1) Use the heavy-handed approach: "That doesn't work. You can't do that." Not a good idea. Nobody's happy with that approach. 2) Throw out the rest of the path. "Well, there goes $20 out the window!" If the DM is good at winging things, this could still lead to a fun night at the table, but deep inside the DM will be disappointed. They no doubt had high hopes for the campaign, and its pretty much just been shot to hell. 3) Figure out a way to keep the AP moving forward, even if its in a slightly different direction that previously planned. Each path comes full of maps, monsters and villanous NPCs that can still be used, even if the big bad guy in charge of everything has been taken care of prematurely. The least elegant method just has a different bad guy picking up the reigns and continuing on as before ('The wife was the power behind the throne the whole time, who knew?!') This should all come with the caveat that I've never run an adventure path so I'm not speaking from actual play experience here. [/QUOTE]
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How Do You Get Your Players To Stay On An Adventure Path?
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