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Community
General Tabletop Discussion
*Pathfinder & Starfinder
In your opinion, what's the best way to make the players lose?
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<blockquote data-quote="fba827" data-source="post: 5179934" data-attributes="member: 807"><p>introduce a delima.</p><p></p><p>choosing one choice over the other.</p><p>the trick is finding choice a that will 1) entice the players 2) entice the characters and 3) be more enticing than choice b</p><p></p><p>choice b is the option that (indirectly) saves the artifact and other PCs.</p><p></p><p>as an example (though not one that would necessarily work in your case): going to help victims in a landslide nearby or hurrying off to get the artifact. but while on the slopes of the mountain they can see the NPCs going after the artifact... thus, getting the lead on them. perhaps even the NPCs caused the landslide in the first place. and even more so, perhaps some of the NPCs are still back at the landslide such that as soon as the party gets even slightly separated to help different landslide victims (or if someone starts to run back after the NPCs first) they can get ambushed and kidnapped/dissapear)</p><p></p><p></p><p>another option is separation. as they go after the artifact, in a cave or something, there is some combat(or trap or hazard) that results i a cave-in. the pcs that are fated to be kidnapped are stuck on one side.. the other pcs on the other. but there needs to be some sort of timelimit to make the PCs on the side nearer the artifact to say "okay, we can't get through, let's just hurry on to the artifact now before those rivals do" -- and that's the last the PCs at the entrance-side of the cave-in hear of thier allies. if they ever do break through the cave-in, there is no sign of the friends, the artifact, or the NPCs (they'd have to have portaled out or something).</p></blockquote><p></p>
[QUOTE="fba827, post: 5179934, member: 807"] introduce a delima. choosing one choice over the other. the trick is finding choice a that will 1) entice the players 2) entice the characters and 3) be more enticing than choice b choice b is the option that (indirectly) saves the artifact and other PCs. as an example (though not one that would necessarily work in your case): going to help victims in a landslide nearby or hurrying off to get the artifact. but while on the slopes of the mountain they can see the NPCs going after the artifact... thus, getting the lead on them. perhaps even the NPCs caused the landslide in the first place. and even more so, perhaps some of the NPCs are still back at the landslide such that as soon as the party gets even slightly separated to help different landslide victims (or if someone starts to run back after the NPCs first) they can get ambushed and kidnapped/dissapear) another option is separation. as they go after the artifact, in a cave or something, there is some combat(or trap or hazard) that results i a cave-in. the pcs that are fated to be kidnapped are stuck on one side.. the other pcs on the other. but there needs to be some sort of timelimit to make the PCs on the side nearer the artifact to say "okay, we can't get through, let's just hurry on to the artifact now before those rivals do" -- and that's the last the PCs at the entrance-side of the cave-in hear of thier allies. if they ever do break through the cave-in, there is no sign of the friends, the artifact, or the NPCs (they'd have to have portaled out or something). [/QUOTE]
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Community
General Tabletop Discussion
*Pathfinder & Starfinder
In your opinion, what's the best way to make the players lose?
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