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L&L 8/19/13: The Final Countdown
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<blockquote data-quote="Imaro" data-source="post: 6172387" data-attributes="member: 48965"><p>It presents the option, but ultimately it is the PC's choice (as it should be) what approach they take, the module IMO shouldn't "try hard" to encourage the players to do anything. And I disagree that the goblins were "good" guys. The goblins robbed travelers along the Old Road until it fell out of use, the goblins are also working directly for Belak the Outcast so, regardless of reasons, they are furthering his plan and thus are not "good".</p><p></p><p></p><p></p><p>First let's get this straight... they aren't sent by or hired by the villagers, read the hook again. Secondly the possibility of diplomacy is presented in the adventure itself so their mission is not to slay the goblins but to find out how/if the goblins are stealing the trees and where the fruit comes from... to heal their friend or ally. you keep presenting slaying the goblins as <strong>THE</strong> mission when it's not.</p><p></p><p></p><p></p><p>I can kinda sorta see the kobolds as sorta blameless... when I squint super hard (though I'm not sure why this would stop the adventurers from seeking out a cure for their friend at their expense)... but then it's pretty easy for a party to negotiate and be diplomatic with them in the adventure. The goblins however are working directly for Belak the Outcast so they aren't blameless in any way.</p><p></p><p></p><p></p><p>What story, it's an adventure location... what the story is... is up to the actions taken by the party exploring it. The fact that numerous play groups ended up leaving the dungeon with a kobold friend named Meepo shows that there was a possible "sometimes monsters aren't really monsters" theme that could be explored through play but it was not <strong>the</strong> theme of The Sunless Citadel. Are you still harping on the apple thing... again the mission was not to...nevermind. Last but not least, no you do not need to hold the players hands a bit because you shouldn't be forcing a story on the players.</p></blockquote><p></p>
[QUOTE="Imaro, post: 6172387, member: 48965"] It presents the option, but ultimately it is the PC's choice (as it should be) what approach they take, the module IMO shouldn't "try hard" to encourage the players to do anything. And I disagree that the goblins were "good" guys. The goblins robbed travelers along the Old Road until it fell out of use, the goblins are also working directly for Belak the Outcast so, regardless of reasons, they are furthering his plan and thus are not "good". First let's get this straight... they aren't sent by or hired by the villagers, read the hook again. Secondly the possibility of diplomacy is presented in the adventure itself so their mission is not to slay the goblins but to find out how/if the goblins are stealing the trees and where the fruit comes from... to heal their friend or ally. you keep presenting slaying the goblins as [B]THE[/B] mission when it's not. I can kinda sorta see the kobolds as sorta blameless... when I squint super hard (though I'm not sure why this would stop the adventurers from seeking out a cure for their friend at their expense)... but then it's pretty easy for a party to negotiate and be diplomatic with them in the adventure. The goblins however are working directly for Belak the Outcast so they aren't blameless in any way. What story, it's an adventure location... what the story is... is up to the actions taken by the party exploring it. The fact that numerous play groups ended up leaving the dungeon with a kobold friend named Meepo shows that there was a possible "sometimes monsters aren't really monsters" theme that could be explored through play but it was not [B]the[/B] theme of The Sunless Citadel. Are you still harping on the apple thing... again the mission was not to...nevermind. Last but not least, no you do not need to hold the players hands a bit because you shouldn't be forcing a story on the players. [/QUOTE]
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