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Is it right for WoTC to moralize us in an adventure module?
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<blockquote data-quote="Paul Farquhar" data-source="post: 8935598" data-attributes="member: 6906155"><p>There are a great many ways to resolve Prisoner 13 without doing anything to aid Prisoner 13!</p><p></p><p>What this adventure does <em>not </em>do is tell the players what the plan is. They need to come up with that on their own. And I expect the other adventures are like that too.</p><p></p><p>A typical Mission Impossible type plan would be to convince Prisoner 13 that the vault is about to be destroyed by a volcanic eruption. Then she will want to move the loot. Thus, she will voluntarily give the key to a party member who happens to be posing as a member of her organisation. Note that the genre trope is the more complicated and intricate the plan, the greater the chance that it will succeed.</p><p></p><p>Of course my players will probably prefer to torture her, steel her skin, then lie to the quest giver, telling them that she was perfectly fine when they left her.</p></blockquote><p></p>
[QUOTE="Paul Farquhar, post: 8935598, member: 6906155"] There are a great many ways to resolve Prisoner 13 without doing anything to aid Prisoner 13! What this adventure does [I]not [/I]do is tell the players what the plan is. They need to come up with that on their own. And I expect the other adventures are like that too. A typical Mission Impossible type plan would be to convince Prisoner 13 that the vault is about to be destroyed by a volcanic eruption. Then she will want to move the loot. Thus, she will voluntarily give the key to a party member who happens to be posing as a member of her organisation. Note that the genre trope is the more complicated and intricate the plan, the greater the chance that it will succeed. Of course my players will probably prefer to torture her, steel her skin, then lie to the quest giver, telling them that she was perfectly fine when they left her. [/QUOTE]
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Is it right for WoTC to moralize us in an adventure module?
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