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General Tabletop Discussion
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No Fixed Location -- dynamically rearranging items, monsters, and other game elements in the interests of storytelling
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<blockquote data-quote="Prakriti" data-source="post: 7909820" data-attributes="member: 6855149"><p>Good analogy. And sometimes I've been that stubborn general who stuck to the plan even when the players were bored. The last time this happened was during my <em>Storm King's Thunder</em> campaign a few years ago. The players had just reached a door leading into a dungeon when we called the session for the night. The players thought they were going to venture into the dungeon at the start of the next session, but the book had other ideas. The door they were standing outside was shut, and they had no way to open it.</p><p></p><p>I knew my players weren't going to like this. But as an experiment, I decided to run the adventure as written anyway. I thought maybe, just maybe, my instincts were wrong, and I was actually doing my players a disservice by helping them out in some way. Well, that wasn't the case. I thought my players would be frustrated and bored, and they were. They spent the first twenty or thirty minutes of the game tossing around ideas that I knew wouldn't work. It wasn't fun for anyone. And that's when I decided to never doubt my instincts again and to always adjust an adventure on the fly if it needed it. Because being bored and frustrated is not fun.</p></blockquote><p></p>
[QUOTE="Prakriti, post: 7909820, member: 6855149"] Good analogy. And sometimes I've been that stubborn general who stuck to the plan even when the players were bored. The last time this happened was during my [I]Storm King's Thunder[/I] campaign a few years ago. The players had just reached a door leading into a dungeon when we called the session for the night. The players thought they were going to venture into the dungeon at the start of the next session, but the book had other ideas. The door they were standing outside was shut, and they had no way to open it. I knew my players weren't going to like this. But as an experiment, I decided to run the adventure as written anyway. I thought maybe, just maybe, my instincts were wrong, and I was actually doing my players a disservice by helping them out in some way. Well, that wasn't the case. I thought my players would be frustrated and bored, and they were. They spent the first twenty or thirty minutes of the game tossing around ideas that I knew wouldn't work. It wasn't fun for anyone. And that's when I decided to never doubt my instincts again and to always adjust an adventure on the fly if it needed it. Because being bored and frustrated is not fun. [/QUOTE]
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