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On Choice, Consequence and the Right to Fail
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<blockquote data-quote="hawkeyefan" data-source="post: 7935648" data-attributes="member: 6785785"><p>[USER=467]@Reynard[/USER] I have a pretty similar outlook and style preference. When I've run published material in 5E, it's largely been adapted to fit my game. My most recent example was Tomb of Annihilation, and the experience was mixed enough to make me decide to only run my own material going forward. </p><p></p><p>The way I would handle the situation you've described would be:</p><ul> <li data-xf-list-type="ul">Allow the PCs to die, and then have the players make new characters from Elturel who can pick up the torch, so to speak. Maybe the players will realize this particular adventure calls for PCs that are more heroic in nature, rather than self serving.</li> <li data-xf-list-type="ul">Tweak the area to which they're going so that the likelihood of a TPK is less. Maybe create a situation there where they can do some kind of good, and be rewarded for it. Maybe there is someone to rescue and that person can provide some potions or other reward to help them. This may get the players in the mindset of trying to do good.</li> <li data-xf-list-type="ul">Allow things to go the way they go, but don't kill the PCs if they all lose to the monsters. Maybe they're left for dead, maybe they're captured. Maybe one or two of them are captured, and you can have one or two players make a new character to replace those captured, and then the PCs can stage a rescue.</li> <li data-xf-list-type="ul">Introduce some looming event (if there's not one already in place) that puts pressure on the PCs to act quickly. Something that says "there's no time for looting, we need to get this thing done". I would suggest perhaps allowing them to loot after the fact, if the circumstances allow; you don't want to take away any say they have, just want to prompt them toward the pertinent goals set up by the fiction.</li> <li data-xf-list-type="ul">If you're more used to letting the players really dictate the pace and focus of play, then really just use the book as a starting point, and let them do whatever they want. Have the NPCs react accordingly. If the PCs see being in Avernus as an opportunity rather than as some calamity to be corrected, then look for how it can be an opportunity for them. Lean in to what the players have indicated they want. The game will not go as expected according to the book, but if everyone has fun and you craft a good game, then mission accomplished. Don't be a slave to what's in the book just because it's there and you bought it. This is tough, and I struggle with it myself which is why I decided not to use published adventures, but it's something to consider.</li> <li data-xf-list-type="ul">If all else fails, and none of the above options will work, then talk about it with your players. I think a lot of the WotC published material for 5E assumes heroic PCs, so I'd explain that and ask them that they perhaps shift their thinking a bit.</li> </ul></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7935648, member: 6785785"] [USER=467]@Reynard[/USER] I have a pretty similar outlook and style preference. When I've run published material in 5E, it's largely been adapted to fit my game. My most recent example was Tomb of Annihilation, and the experience was mixed enough to make me decide to only run my own material going forward. The way I would handle the situation you've described would be: [LIST] [*]Allow the PCs to die, and then have the players make new characters from Elturel who can pick up the torch, so to speak. Maybe the players will realize this particular adventure calls for PCs that are more heroic in nature, rather than self serving. [*]Tweak the area to which they're going so that the likelihood of a TPK is less. Maybe create a situation there where they can do some kind of good, and be rewarded for it. Maybe there is someone to rescue and that person can provide some potions or other reward to help them. This may get the players in the mindset of trying to do good. [*]Allow things to go the way they go, but don't kill the PCs if they all lose to the monsters. Maybe they're left for dead, maybe they're captured. Maybe one or two of them are captured, and you can have one or two players make a new character to replace those captured, and then the PCs can stage a rescue. [*]Introduce some looming event (if there's not one already in place) that puts pressure on the PCs to act quickly. Something that says "there's no time for looting, we need to get this thing done". I would suggest perhaps allowing them to loot after the fact, if the circumstances allow; you don't want to take away any say they have, just want to prompt them toward the pertinent goals set up by the fiction. [*]If you're more used to letting the players really dictate the pace and focus of play, then really just use the book as a starting point, and let them do whatever they want. Have the NPCs react accordingly. If the PCs see being in Avernus as an opportunity rather than as some calamity to be corrected, then look for how it can be an opportunity for them. Lean in to what the players have indicated they want. The game will not go as expected according to the book, but if everyone has fun and you craft a good game, then mission accomplished. Don't be a slave to what's in the book just because it's there and you bought it. This is tough, and I struggle with it myself which is why I decided not to use published adventures, but it's something to consider. [*]If all else fails, and none of the above options will work, then talk about it with your players. I think a lot of the WotC published material for 5E assumes heroic PCs, so I'd explain that and ask them that they perhaps shift their thinking a bit. [/LIST] [/QUOTE]
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