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How to Ruin Your Campaign
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<blockquote data-quote="Ysgarran" data-source="post: 274964" data-attributes="member: 709"><p>The closest I came to destroying a campaign was when I thought the characters had too much magic toys for their level. My reasoning went along the lines of:</p><p>"With this amount of magic they are bound to get some </p><p> unwanted attention. Somebody is going to notice this amount</p><p> of magic and try to take it away from them."</p><p></p><p>I used the 'Four from Cormyr' adventure ambush scene for the attempt. The characters lost in a big way and they took it very </p><p>negatively. The players had felt they were railroaded...</p><p></p><p>What did I do wrong?</p><p>1. Not enough communication: to me the game is about interactive story telling. If I, as a DM, had a problem with too much magic in the game (something I caused of course), then I should just talked to the players about it. That would have given me idea of just how important their toys were to the players.</p><p>2. Clues that were too Obscure: There were clues to what was going to happen but they were too obscure for the players and they did not pick up on them. So the ambush scene appeared to a purely random event DESIGNED to take away their toys.</p><p>3. Not an even battle. The battle WAS tilted against the players. My thoughts were that if the players were foolish enough to fall for the ambush they should pay the penalty. That is way things work sometimes, you get yourself into the situation that you cannot easily extract yourself. In hindsight that was a mistake, especially when the players did not feel there were enough hints to point to the ambush in the first place.</p><p></p><p>later,</p><p>Ysgarran.</p></blockquote><p></p>
[QUOTE="Ysgarran, post: 274964, member: 709"] The closest I came to destroying a campaign was when I thought the characters had too much magic toys for their level. My reasoning went along the lines of: "With this amount of magic they are bound to get some unwanted attention. Somebody is going to notice this amount of magic and try to take it away from them." I used the 'Four from Cormyr' adventure ambush scene for the attempt. The characters lost in a big way and they took it very negatively. The players had felt they were railroaded... What did I do wrong? 1. Not enough communication: to me the game is about interactive story telling. If I, as a DM, had a problem with too much magic in the game (something I caused of course), then I should just talked to the players about it. That would have given me idea of just how important their toys were to the players. 2. Clues that were too Obscure: There were clues to what was going to happen but they were too obscure for the players and they did not pick up on them. So the ambush scene appeared to a purely random event DESIGNED to take away their toys. 3. Not an even battle. The battle WAS tilted against the players. My thoughts were that if the players were foolish enough to fall for the ambush they should pay the penalty. That is way things work sometimes, you get yourself into the situation that you cannot easily extract yourself. In hindsight that was a mistake, especially when the players did not feel there were enough hints to point to the ambush in the first place. later, Ysgarran. [/QUOTE]
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