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<blockquote data-quote="Arlough" data-source="post: 5548806" data-attributes="member: 79335"><p>In my defense, how many of the modules published by WotC from 3e on have not been rail adventures? Heck, how many published by others have? The fact is, none of them are sandbox worlds or settings. They all have a destination reachable by a series of encounters/events, and if the players decide they want to ruin the plans they can just ignore or even deliberately foil the plot.</p><p></p><p>As for player death, I am good enough at estimating damage soas to avoid killing them. And should I get really lucky, I can always fudge the dice and/or improvise action (instead of defeating the bandits they lose, but rather than waste a perfectly good resource, the bandits try to sell them in to slavery) or even just have ressurection options available (the local lord wants information from them but doesn't have Speak with the Dead as a ritual. He does however have some Raise Dead scrolls.)</p><p>Also, in 4e, you get all of your health back when you take an extended rest, so long as you are not diseased. And since WotC has done nearly nothing in the way of disease support, it is really easy to avoid that.</p><p></p><p></p><p></p><p>We would be doing it as a collaborative cut-scene, but maybe with some fights. Since they don't have to deal with XP, there is no need to worry about them grinding for levels, nor is there a need for them to get into fights if they would rather avoid it. The only problem I currently see is managing wealth, but if they spend most of the time unable to get to shops, then I can just give them items from their wish-list at the level up, and dribble them out to them as they work through the flashbacks.</p><p></p><p>Generally, we play this as a giant storytelling session, and quite honestly I don't think the players even really <em>care</em> about "powering up." They tend, more, to focus on the moment rather than what they haven't gotten yet.</p><p></p><p>But, perhaps you are right. Perhaps exploring what happened in the flashbacks won't intrigue them.</p><p>So what if I just have a narrative describing flashbacks periodically?</p></blockquote><p></p>
[QUOTE="Arlough, post: 5548806, member: 79335"] In my defense, how many of the modules published by WotC from 3e on have not been rail adventures? Heck, how many published by others have? The fact is, none of them are sandbox worlds or settings. They all have a destination reachable by a series of encounters/events, and if the players decide they want to ruin the plans they can just ignore or even deliberately foil the plot. As for player death, I am good enough at estimating damage soas to avoid killing them. And should I get really lucky, I can always fudge the dice and/or improvise action (instead of defeating the bandits they lose, but rather than waste a perfectly good resource, the bandits try to sell them in to slavery) or even just have ressurection options available (the local lord wants information from them but doesn't have Speak with the Dead as a ritual. He does however have some Raise Dead scrolls.) Also, in 4e, you get all of your health back when you take an extended rest, so long as you are not diseased. And since WotC has done nearly nothing in the way of disease support, it is really easy to avoid that. We would be doing it as a collaborative cut-scene, but maybe with some fights. Since they don't have to deal with XP, there is no need to worry about them grinding for levels, nor is there a need for them to get into fights if they would rather avoid it. The only problem I currently see is managing wealth, but if they spend most of the time unable to get to shops, then I can just give them items from their wish-list at the level up, and dribble them out to them as they work through the flashbacks. Generally, we play this as a giant storytelling session, and quite honestly I don't think the players even really [i]care[/i] about "powering up." They tend, more, to focus on the moment rather than what they haven't gotten yet. But, perhaps you are right. Perhaps exploring what happened in the flashbacks won't intrigue them. So what if I just have a narrative describing flashbacks periodically? [/QUOTE]
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