Greenfield
Adventurer
As some of you know, our game group (currently D&D 3.5) runs with a "Round Robin" style of DMing. It's currently my turn.
And, as some of you may have noticed, we've had a problem in that we (as DMs) have been too easy on the group, and we (the players) have gotten kind of soft.
In the current story arc, the group was given a clue to a major artifact, the Chariot of Helios. It was actually mentioned in the campaign into document.
Here's my problem: The players were told that it lay at the end of the "Glass Road", a long stretch of the Sahara that had been fused by the close passing of the Chariot when it crashed ages ago.
About halfway through the quest, while hiring a guide, the de-facto party leader made a mistake. He started talking about "The Sea of Glass", referring to the large areas of sand that got crusted over with glass as the Chariot passed. These were also referenced by the sameBard that told them about the Glass Road and the Chariot.
Ever since then, the party has been working hard to get to the wrong place.
We're about to go on hiatus for a few months, as the person hosting the game (me) becomes unavailable. Tomorrow is supposed to be the grand finale of this story arc, and a major development in the campaign.
I could easily say that they really are in the right place and just blow it off. But as I've run this arc I've become increasingly aware of just how soft and forgiving of error the DMs have become.
Alternately, I could tell them about their mistake and let them correct it, as in, "After a hard search, taking weeks, you find the Glass Road." Not much different from blowing it off.
I don't have time for them to do it right though. One game session.
Suggestions?
And, as some of you may have noticed, we've had a problem in that we (as DMs) have been too easy on the group, and we (the players) have gotten kind of soft.
In the current story arc, the group was given a clue to a major artifact, the Chariot of Helios. It was actually mentioned in the campaign into document.
Here's my problem: The players were told that it lay at the end of the "Glass Road", a long stretch of the Sahara that had been fused by the close passing of the Chariot when it crashed ages ago.
About halfway through the quest, while hiring a guide, the de-facto party leader made a mistake. He started talking about "The Sea of Glass", referring to the large areas of sand that got crusted over with glass as the Chariot passed. These were also referenced by the sameBard that told them about the Glass Road and the Chariot.
Ever since then, the party has been working hard to get to the wrong place.
We're about to go on hiatus for a few months, as the person hosting the game (me) becomes unavailable. Tomorrow is supposed to be the grand finale of this story arc, and a major development in the campaign.
I could easily say that they really are in the right place and just blow it off. But as I've run this arc I've become increasingly aware of just how soft and forgiving of error the DMs have become.
Alternately, I could tell them about their mistake and let them correct it, as in, "After a hard search, taking weeks, you find the Glass Road." Not much different from blowing it off.
I don't have time for them to do it right though. One game session.
Suggestions?