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OotA - Arriving at Velkynvelve (Spoilers)
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<blockquote data-quote="CapnZapp" data-source="post: 6819399" data-attributes="member: 12731"><p>You should really reconsider... And starting the adventure in Velkynvelve. </p><p></p><p>Anything else, and you need to ask yourself "am I prepared to allow the PCs to escape, and never reach the outpost?"</p><p></p><p>If the PCs do not have a real shot at escaping during transport, then you shouldn't play it out. And if there is, you can be sure they will escape, and then you have basically replaced Velkynvelve for an escape scenario you will have to provide all the details yourself.</p><p></p><p>And what's even more difficult to pull off is the actual capture. Basically, don't have fights with scripted outcomes. And that's what it is. If you intend to use OotA as written, in any case.</p><p></p><p>Being ambushed by utterly overwhelming force is never fun. And if the Drow aren't utterly overwhelming, you can bet the players will do anything and everything to escape, if not outright win the fight. There's a real risk at least one PC will escape. </p><p></p><p>And if the "award" for this into miss the adventure, then... well. Point is: narrate the capture, don't play it out round by round. And if you do, why not simply skip it altogether and instead start by telling the players they're slaves deep underground. If anything, ask your players to come up with the particulars as to how each individual got here themselves! </p><p></p><p>Like has been said, for there to be a railroad the players must conceive of several alternatives. And since it's the start of the adventure, there aren't any.</p><p></p><p>So you really needn't worry about your players feeling railroaded. Just start playing in Velkynvelve right after chargen as recommended [emoji2]</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6819399, member: 12731"] You should really reconsider... And starting the adventure in Velkynvelve. Anything else, and you need to ask yourself "am I prepared to allow the PCs to escape, and never reach the outpost?" If the PCs do not have a real shot at escaping during transport, then you shouldn't play it out. And if there is, you can be sure they will escape, and then you have basically replaced Velkynvelve for an escape scenario you will have to provide all the details yourself. And what's even more difficult to pull off is the actual capture. Basically, don't have fights with scripted outcomes. And that's what it is. If you intend to use OotA as written, in any case. Being ambushed by utterly overwhelming force is never fun. And if the Drow aren't utterly overwhelming, you can bet the players will do anything and everything to escape, if not outright win the fight. There's a real risk at least one PC will escape. And if the "award" for this into miss the adventure, then... well. Point is: narrate the capture, don't play it out round by round. And if you do, why not simply skip it altogether and instead start by telling the players they're slaves deep underground. If anything, ask your players to come up with the particulars as to how each individual got here themselves! Like has been said, for there to be a railroad the players must conceive of several alternatives. And since it's the start of the adventure, there aren't any. So you really needn't worry about your players feeling railroaded. Just start playing in Velkynvelve right after chargen as recommended [emoji2] [/QUOTE]
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OotA - Arriving at Velkynvelve (Spoilers)
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