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On Choice, Consequence and the Right to Fail
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<blockquote data-quote="Reynard" data-source="post: 7935882" data-attributes="member: 467"><p>1) Individual modules are great (assuming they are not too railroady). They are essentially the same as me setting up situations and/or creating adventure locales, and I will populate the sandbox with pre-written material that I carefully curate (mostly stealing bits like maps, NPCs and encounters). So a TPK here is no different than my usual mode of play.</p><p></p><p>2) Usually a grand plot begins to emerge over time, based on what the characters do and how their adventures shake out. So if there is a big plot, it is usually tightly linked to the PCs, their goals and the circles in which they travel. That makes the prospect of the TPK problematic and, frankly, if I feel the game is maturing toward a player-centric climax, I tend to kids glove it until we get there, just because everyone at the table is invested in how it turns out. That's a little different than my current situation since the big central plot of Avernus did not grow organically out of play. (Not that it couldn't if a GM chose to run it that way, but in this case I said "We're going to play this!" and everything from chargen and session 0 on has been in service to that.)</p></blockquote><p></p>
[QUOTE="Reynard, post: 7935882, member: 467"] 1) Individual modules are great (assuming they are not too railroady). They are essentially the same as me setting up situations and/or creating adventure locales, and I will populate the sandbox with pre-written material that I carefully curate (mostly stealing bits like maps, NPCs and encounters). So a TPK here is no different than my usual mode of play. 2) Usually a grand plot begins to emerge over time, based on what the characters do and how their adventures shake out. So if there is a big plot, it is usually tightly linked to the PCs, their goals and the circles in which they travel. That makes the prospect of the TPK problematic and, frankly, if I feel the game is maturing toward a player-centric climax, I tend to kids glove it until we get there, just because everyone at the table is invested in how it turns out. That's a little different than my current situation since the big central plot of Avernus did not grow organically out of play. (Not that it couldn't if a GM chose to run it that way, but in this case I said "We're going to play this!" and everything from chargen and session 0 on has been in service to that.) [/QUOTE]
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