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<blockquote data-quote="Mercule" data-source="post: 6382981" data-attributes="member: 5100"><p>This is exactly why I don't typically run published adventures. If everything goes according to plan, some of them are absolutely amazing. If you end up with one well-played PC who just happens to have a good reason <u>not</u> to pursue goal X, even if that reason is a built-in goal Y in the other direction, you're now off-script for the duration (probably). I know too many players (and may even be one) who immediately think "it's a trap!", if the neon sign above "door number 3" is too obvious. It's not always intentional; it's the same part of their brain that knows the flat black "portal" in Tomb of Horrors isn't a good thing.</p><p></p><p>If I have the time, I always prefer to run adventures created whole-cloth. That way, I'm familiar with the intent of the author and can ad-lib at will. Adventure paths, especially those published in pieces, often have hidden dependencies that ad-libbing breaks. When I do run published adventures, I talk to the players ahead of time and let them know that they'll have to make characters that are more "compliant" and they may have to elevate their suspension of disbelief. That's the price of the easy path.</p><p></p><p>This is also why DMing is an art that has actual skill behind it. Sometimes, you have to make stuff up -- quickly. The best DMs can read their players. The best players know better than to push their DM too far.</p><p></p><p>Personally, I have no problem with the scenario in the module, in theory. It might be wrong for certain groups (players or PCs). I've done stuff like that before and will again, but I've also had groups that would have lynched me. The module writers did their best. There's plenty of nits to pick with these modules (I've got some big concerns). IMO, this is one of the lesser.</p></blockquote><p></p>
[QUOTE="Mercule, post: 6382981, member: 5100"] This is exactly why I don't typically run published adventures. If everything goes according to plan, some of them are absolutely amazing. If you end up with one well-played PC who just happens to have a good reason [U]not[/U] to pursue goal X, even if that reason is a built-in goal Y in the other direction, you're now off-script for the duration (probably). I know too many players (and may even be one) who immediately think "it's a trap!", if the neon sign above "door number 3" is too obvious. It's not always intentional; it's the same part of their brain that knows the flat black "portal" in Tomb of Horrors isn't a good thing. If I have the time, I always prefer to run adventures created whole-cloth. That way, I'm familiar with the intent of the author and can ad-lib at will. Adventure paths, especially those published in pieces, often have hidden dependencies that ad-libbing breaks. When I do run published adventures, I talk to the players ahead of time and let them know that they'll have to make characters that are more "compliant" and they may have to elevate their suspension of disbelief. That's the price of the easy path. This is also why DMing is an art that has actual skill behind it. Sometimes, you have to make stuff up -- quickly. The best DMs can read their players. The best players know better than to push their DM too far. Personally, I have no problem with the scenario in the module, in theory. It might be wrong for certain groups (players or PCs). I've done stuff like that before and will again, but I've also had groups that would have lynched me. The module writers did their best. There's plenty of nits to pick with these modules (I've got some big concerns). IMO, this is one of the lesser. [/QUOTE]
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