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<blockquote data-quote="Satyrn" data-source="post: 6938038" data-attributes="member: 6801204"><p>I see 2 places where the players have different expectations than you.</p><p></p><p>1) They were treating this as a dungeon to loot, while you viewed it more as a roleplay encounter.</p><p>2) They seem to see resting as a sort of pause button, while you had the world continue moving.</p><p></p><p></p><p>I will tackle 2) first, with one question: During a dungeon crawl, do you also treat a rest as a sort of pause button?</p><p></p><p>As for 1) I feel like you reinforced the notion of this being a dungeon crawl by having them attacked on the way by that "guard dog" scarecrow, letting them enter the tower, letting them roam about the tower, all without any encounter with the witch or someone else to talk to. I understand that you had the witch engaged in something you decided she couldn't break from, but I feel like that was the pivotal decision point that "ruined" this side quest.</p><p></p><p>Had the witch investigated the attack, had she called off her "guard dogs" - had she done something to interact with the characters, your players could have clued into the idea that "oh, this isn't just a dungeon to loot." And then they might have been on the same page as you.</p><p></p><p></p><p>Please understand: I mean this as constructive criticism. If I'm right (or at least somewhat in the ballpark), this reflection should help you frame your future encounters more clearly</p></blockquote><p></p>
[QUOTE="Satyrn, post: 6938038, member: 6801204"] I see 2 places where the players have different expectations than you. 1) They were treating this as a dungeon to loot, while you viewed it more as a roleplay encounter. 2) They seem to see resting as a sort of pause button, while you had the world continue moving. I will tackle 2) first, with one question: During a dungeon crawl, do you also treat a rest as a sort of pause button? As for 1) I feel like you reinforced the notion of this being a dungeon crawl by having them attacked on the way by that "guard dog" scarecrow, letting them enter the tower, letting them roam about the tower, all without any encounter with the witch or someone else to talk to. I understand that you had the witch engaged in something you decided she couldn't break from, but I feel like that was the pivotal decision point that "ruined" this side quest. Had the witch investigated the attack, had she called off her "guard dogs" - had she done something to interact with the characters, your players could have clued into the idea that "oh, this isn't just a dungeon to loot." And then they might have been on the same page as you. Please understand: I mean this as constructive criticism. If I'm right (or at least somewhat in the ballpark), this reflection should help you frame your future encounters more clearly [/QUOTE]
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