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How to have a constructive conversation with players?
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<blockquote data-quote="TheSword" data-source="post: 8124739" data-attributes="member: 6879661"><p>My only concern with asking players up front if they like something, they tend to not want to offend or see a campaign cancelled so will usually say it’s fun.</p><p></p><p>I’ve also seen players are also enjoying something but aren’t great at ‘telling their face’ so you think they’re bored but they would be genuinely shocked.</p><p></p><p>None of that is going to change whether you are enjoying it or not. I totally agree with Ovinomancer... you have to decide what your concerns are.</p><p></p><p>One thing for you to consider though. I’ve just finished a run through of Descent into Avernus (last session last night) and I’ll be honest it has all the nuance of brick. If you play it as written what feels like a linear adventure in chapters 1 and 2 becomes even more so when you open up into Chapter 3 Avernus onwards which is supposed to be the meat of the adventure. I had a relatively new group and the adventure displayed all the worst traits of 5e most of all, bags of HP. The vehicle rules were a massive disappointment and even with high levels of cover the PCs were almost always better targeting the crew which quickly made the vehicles pointless.</p><p></p><p>I have also decided that I now HATE multi-stream adventures - exemplified hear in Path of Demons, Path of Devils. This is just a railroad that branches once - without the PCs even realising the consequence of the decision. The same happened in Waterdeep. I don’t care about replayability if the first time I run it is meh.</p><p></p><p>Most characters are almost completely one dimensional. The wandering Emporium is interesting but ultimately irrelevant, Lulu is comic relief and the shield is a wasted opportunity. Unless you’re an experienced player the difference between demons and devils is baffling to most people and the infinite scale of the plane means exploring is very very difficult.</p><p></p><p>If I was re-running the campaign - and I’m tempted too one day with a more experienced group - then I would add a prelude in Elturel that introduces the city at its peak, explaining the Companion. ake a much bigger deal of the devil worship in chapter One and the commitment. I’d run the defense of Elturel as a points scoring - defend the city under siege scenario - with the PCs taking charge of defense.</p><p></p><p>Then the Avernus / Paths of XXX / Search for the sword would be replaced with competing factions searching for advantage in the politics of Avernus. There are some really interesting encounters but because the ‘rewards’ for them consist of Go to X, agree to do a task, which means going to Y, where you find you now need to complete a task at Z so on ad nauseam.</p></blockquote><p></p>
[QUOTE="TheSword, post: 8124739, member: 6879661"] My only concern with asking players up front if they like something, they tend to not want to offend or see a campaign cancelled so will usually say it’s fun. I’ve also seen players are also enjoying something but aren’t great at ‘telling their face’ so you think they’re bored but they would be genuinely shocked. None of that is going to change whether you are enjoying it or not. I totally agree with Ovinomancer... you have to decide what your concerns are. One thing for you to consider though. I’ve just finished a run through of Descent into Avernus (last session last night) and I’ll be honest it has all the nuance of brick. If you play it as written what feels like a linear adventure in chapters 1 and 2 becomes even more so when you open up into Chapter 3 Avernus onwards which is supposed to be the meat of the adventure. I had a relatively new group and the adventure displayed all the worst traits of 5e most of all, bags of HP. The vehicle rules were a massive disappointment and even with high levels of cover the PCs were almost always better targeting the crew which quickly made the vehicles pointless. I have also decided that I now HATE multi-stream adventures - exemplified hear in Path of Demons, Path of Devils. This is just a railroad that branches once - without the PCs even realising the consequence of the decision. The same happened in Waterdeep. I don’t care about replayability if the first time I run it is meh. Most characters are almost completely one dimensional. The wandering Emporium is interesting but ultimately irrelevant, Lulu is comic relief and the shield is a wasted opportunity. Unless you’re an experienced player the difference between demons and devils is baffling to most people and the infinite scale of the plane means exploring is very very difficult. If I was re-running the campaign - and I’m tempted too one day with a more experienced group - then I would add a prelude in Elturel that introduces the city at its peak, explaining the Companion. ake a much bigger deal of the devil worship in chapter One and the commitment. I’d run the defense of Elturel as a points scoring - defend the city under siege scenario - with the PCs taking charge of defense. Then the Avernus / Paths of XXX / Search for the sword would be replaced with competing factions searching for advantage in the politics of Avernus. There are some really interesting encounters but because the ‘rewards’ for them consist of Go to X, agree to do a task, which means going to Y, where you find you now need to complete a task at Z so on ad nauseam. [/QUOTE]
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