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How would you react to the 'ole bait and switch?
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<blockquote data-quote="Altalazar" data-source="post: 1276264" data-attributes="member: 939"><p>This is one of those "know your players" kind of issues - some players will like it, some won't - you need to judge your group. </p><p></p><p>I also agree that it often works best if you have some lead time, allowing some character development in-game with the "unchanged/normal" world. </p><p></p><p>My Ravenloft campaign started off with one adventure in the normal world, though they quickly got into it. The only problem I had was with the last adventure, which was just way too long - it was a published one, and I hadn't realized just how much it dragged. </p><p></p><p>It was also rather low magic and dangerous - the modules were nasty - though mostly good. They had very few magic items and the modules had lots of ways to lose them built-in. They ended up losing almost all of them and even losing the wizard's spellbook. That was tough for them to take. But in many ways it was one of the more memorable campaigns with some of the most interesting character development. </p><p></p><p>I think this is one of those things that you never quite know how it will work out, but you can know if your players are open to such things.</p></blockquote><p></p>
[QUOTE="Altalazar, post: 1276264, member: 939"] This is one of those "know your players" kind of issues - some players will like it, some won't - you need to judge your group. I also agree that it often works best if you have some lead time, allowing some character development in-game with the "unchanged/normal" world. My Ravenloft campaign started off with one adventure in the normal world, though they quickly got into it. The only problem I had was with the last adventure, which was just way too long - it was a published one, and I hadn't realized just how much it dragged. It was also rather low magic and dangerous - the modules were nasty - though mostly good. They had very few magic items and the modules had lots of ways to lose them built-in. They ended up losing almost all of them and even losing the wizard's spellbook. That was tough for them to take. But in many ways it was one of the more memorable campaigns with some of the most interesting character development. I think this is one of those things that you never quite know how it will work out, but you can know if your players are open to such things. [/QUOTE]
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How would you react to the 'ole bait and switch?
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