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ShortQuests -- individual adventure modules! An all-new collection of digest-sized D&D adventures designed to plug in to your game.
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How often do your players loose the adventure?
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<blockquote data-quote="random user" data-source="post: 1518126" data-attributes="member: 16581"><p>For every mystery, and indeed many encounters, I give my players the opportunity to lose, and spend a few minutes on what, if anything, happens as a result of it (like for example, in your campaign, now that the coven is formed, it might become more powerful and start opening harrassing people, eventually becoming a real menace. In a couple levels the players may be forced to deal with the hags again in some other setting, and when they do, I bet they'll think "Wow this would have been a lot easier if we could have taken care of this the first time around").</p><p></p><p>Luckily my players are pretty smart (and there are 6, and 6 heads, while sometimes making decision-making slower, will also come up with more ideas than just a couple) so they haven't outright lost anything yet.</p><p></p><p>The other thing I do is for each important clue, I make sure there are multiple (usually 2 or 3) ways they can discover the clue / solve the mystery.</p><p></p><p>So for example, for the hags, I might have had a handmaiden/friend of the woman who will insist that she knew the woman didn't perform abortions, and that it was just an evil conspiracy. The friend might not outright say anything, but if the players are alert, they will notice she gets a dirty look and stats shaking her head any time the abortions are mentioned.</p><p></p><p>Or maybe the party will overhear a fight between the father and his advisor. The advisor is complaining that the father has changed recently, and for the worse (it's possible that the hags are also suggesting he do other things). Maybe start the overheard conversation with "Have you lost your mind?" said by the advisor in an incredulous tone.</p><p></p><p>Just my 2cp</p></blockquote><p></p>
[QUOTE="random user, post: 1518126, member: 16581"] For every mystery, and indeed many encounters, I give my players the opportunity to lose, and spend a few minutes on what, if anything, happens as a result of it (like for example, in your campaign, now that the coven is formed, it might become more powerful and start opening harrassing people, eventually becoming a real menace. In a couple levels the players may be forced to deal with the hags again in some other setting, and when they do, I bet they'll think "Wow this would have been a lot easier if we could have taken care of this the first time around"). Luckily my players are pretty smart (and there are 6, and 6 heads, while sometimes making decision-making slower, will also come up with more ideas than just a couple) so they haven't outright lost anything yet. The other thing I do is for each important clue, I make sure there are multiple (usually 2 or 3) ways they can discover the clue / solve the mystery. So for example, for the hags, I might have had a handmaiden/friend of the woman who will insist that she knew the woman didn't perform abortions, and that it was just an evil conspiracy. The friend might not outright say anything, but if the players are alert, they will notice she gets a dirty look and stats shaking her head any time the abortions are mentioned. Or maybe the party will overhear a fight between the father and his advisor. The advisor is complaining that the father has changed recently, and for the worse (it's possible that the hags are also suggesting he do other things). Maybe start the overheard conversation with "Have you lost your mind?" said by the advisor in an incredulous tone. Just my 2cp [/QUOTE]
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