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<blockquote data-quote="ExploderWizard" data-source="post: 4313166" data-attributes="member: 66434"><p>The part I have quoted here shows that it really isn't an encounter per se. If you already have decided that the end result will be that the PC's are wrecked on an uncharted island then they really have no narrative input on thier overall fate. Is there a way for the PC's to avoid crashing in any way? </p><p></p><p>If I were running this with that end in mind then I would look at what the PC's can actually influence to determine what can be resolved. If crashing is inevitible then other factors that matter become important enough to resolve. Are there NPC's that could die unless assisted? Perhaps there are tools/supplies that can be salvaged if the PC's can act in time? A skill challenge focusing on saving crewmen, passengers, and vital supplies would fit well there. The difficulty levels could be based on how many people/ how much gear they would like to try and save. The crash happens but the PC's have some measure of control over saving lives and supplies.</p><p></p><p>I would base the overall difficulty of the effort on two major things:</p><p>1) How important are any of the npc's/ supplies later in the adventure</p><p></p><p>2) How much chance of actual death do you want from performing heroics in the storm.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 4313166, member: 66434"] The part I have quoted here shows that it really isn't an encounter per se. If you already have decided that the end result will be that the PC's are wrecked on an uncharted island then they really have no narrative input on thier overall fate. Is there a way for the PC's to avoid crashing in any way? If I were running this with that end in mind then I would look at what the PC's can actually influence to determine what can be resolved. If crashing is inevitible then other factors that matter become important enough to resolve. Are there NPC's that could die unless assisted? Perhaps there are tools/supplies that can be salvaged if the PC's can act in time? A skill challenge focusing on saving crewmen, passengers, and vital supplies would fit well there. The difficulty levels could be based on how many people/ how much gear they would like to try and save. The crash happens but the PC's have some measure of control over saving lives and supplies. I would base the overall difficulty of the effort on two major things: 1) How important are any of the npc's/ supplies later in the adventure 2) How much chance of actual death do you want from performing heroics in the storm. [/QUOTE]
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