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How Do You Get Your Players To Stay On An Adventure Path?
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<blockquote data-quote="Bleys Icefalcon" data-source="post: 6724402" data-attributes="member: 6670542"><p>Alright.</p><p></p><p>For those of you who remeber a few paperbacks came out (cough) awhile ago, for a DnD type variant called Arduin. The Arduin Grimoire, and all of it's nonsensical and incredible gaming fluff and I have been dear friends for some time now. Over the long years I would pick a nugget here and there from them and integrate said gems into my ongoing campaign/gaming world. A few years ago I decided to go all in and created the world of Arduin itself.</p><p></p><p>And ever since different powers/beings/Gods - et al - have been trying to take the planet over. One of the unique things about Arduin is it's Plateau of Forever, with portals to every possible where and every possible when. Imagine a single place that could connect a powerul invading force... to anywhere, or even anywhen. The possibilities are quite literally infinite.</p><p></p><p>The players of the game, all of whom are from different worlds, are of different races initially came together to assist in stopping one of these various powers. Now they are an adventuring crew that simply likes to world hop. They right wrongs for the most part, but they go looking for what they want to do next and in my case I really don't have to do to much to hook them. Now, this is an experienced group of players, who kow me very well. I in turn know then very well. Our play style as a group, as a whole, does not require for me as their DM to do alot of leading. We, the all of us know what we are going to do, wherewe are going et al. And in Arduin, they go everywhere, and at times it seems somewhat haphazard where they will go, and how long they spend on something. They might be off "trying to save a/the world" for several sittings, or they might spend several in game weeks exploring a new city or dungeon.</p><p></p><p>With a newer group of players, who don't know one another, or their DM that much, this would be an entirely different beast. It would require a more firm, more guiding hand - though not with them being pulled around by their rose ring per say. I have always, and wil always allow a TPK (Total Party Kill) to occur, if it simply makes sense for it to occur. We have the enough Certificates of Death that most of the surface area on the walls of our garage are covered with them. They aren't coddled. This said, I tend to be more heavy handed with a less experienced group than veterans.</p><p></p><p>And the ones who are more interested in what's trending on facebook than the game at hand are quickly, quietly weeded out.</p></blockquote><p></p>
[QUOTE="Bleys Icefalcon, post: 6724402, member: 6670542"] Alright. For those of you who remeber a few paperbacks came out (cough) awhile ago, for a DnD type variant called Arduin. The Arduin Grimoire, and all of it's nonsensical and incredible gaming fluff and I have been dear friends for some time now. Over the long years I would pick a nugget here and there from them and integrate said gems into my ongoing campaign/gaming world. A few years ago I decided to go all in and created the world of Arduin itself. And ever since different powers/beings/Gods - et al - have been trying to take the planet over. One of the unique things about Arduin is it's Plateau of Forever, with portals to every possible where and every possible when. Imagine a single place that could connect a powerul invading force... to anywhere, or even anywhen. The possibilities are quite literally infinite. The players of the game, all of whom are from different worlds, are of different races initially came together to assist in stopping one of these various powers. Now they are an adventuring crew that simply likes to world hop. They right wrongs for the most part, but they go looking for what they want to do next and in my case I really don't have to do to much to hook them. Now, this is an experienced group of players, who kow me very well. I in turn know then very well. Our play style as a group, as a whole, does not require for me as their DM to do alot of leading. We, the all of us know what we are going to do, wherewe are going et al. And in Arduin, they go everywhere, and at times it seems somewhat haphazard where they will go, and how long they spend on something. They might be off "trying to save a/the world" for several sittings, or they might spend several in game weeks exploring a new city or dungeon. With a newer group of players, who don't know one another, or their DM that much, this would be an entirely different beast. It would require a more firm, more guiding hand - though not with them being pulled around by their rose ring per say. I have always, and wil always allow a TPK (Total Party Kill) to occur, if it simply makes sense for it to occur. We have the enough Certificates of Death that most of the surface area on the walls of our garage are covered with them. They aren't coddled. This said, I tend to be more heavy handed with a less experienced group than veterans. And the ones who are more interested in what's trending on facebook than the game at hand are quickly, quietly weeded out. [/QUOTE]
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How Do You Get Your Players To Stay On An Adventure Path?
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