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Party screwed up big time. How to fix it?
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<blockquote data-quote="Janx" data-source="post: 4916928" data-attributes="member: 8835"><p>an addendum.</p><p></p><p>I didn't read all your extra material. Don't care to...but here's some more thoughts.</p><p></p><p>If this tower and killing some guy was the assigned quest of a PC, he should have had more data.</p><p></p><p>For one thing, you don't get assigned the quest to the hard to find tower without being given some info about where it is or where it will be, and that it moves. Otherwise, everybody knows where it is, and it doesn't move.</p><p></p><p>Additionally, if the PC didn't know that, he'd never find it, because finding it by chance WOULD be railroading.</p><p></p><p>Assuming the PC has minimal information, we know it moves, and we know that it will be at the river on Sunday, he has a chance to get there.</p><p></p><p>Since he knows it moves, he knows to be wary of it moving again, if he takes too long. Sharing this information actually helps you instill urgency and explains BEFORE it happens why it disappeared. Thus it isn't railroading when it moves.</p><p></p><p>During the adventure, like when they are in the tower, give them more clues. Overhearing guards, or finding messages (because one of the dead guards was delivering it within the tower) will let you reveal other basic features of the tower. Like the fact that it will move at Noon, or that so and so can move it if the tower is attacked.</p><p></p><p>You can also use this trick to reveal the nature of other rooms, before the party gets there. Learning that the facility has a testing chamber for a new breed of monster and that the fatality rate of gladiators is pretty high would be useful. The party may decide once they find the chamber that they don't need to enter it, as it has nothing to do with the quest.</p><p></p><p>You don't have to explain how and why everything works in game or out of game. But you should provide basic explanations for what the party will find/has found in game. Especially of the art pieces like the danger room. They didn't need to enter it. If you don't have other game elements make that obvious, then they are going to enter it.</p><p></p><p>There's a lot of ways to get the game back on track. You don't want to railroad them, but if they choose to finish it, make a way that is obvious on how to get back to the mission. Failure sucks. Don't make it even harder, or you'll discourage them, and lose your pacing.</p></blockquote><p></p>
[QUOTE="Janx, post: 4916928, member: 8835"] an addendum. I didn't read all your extra material. Don't care to...but here's some more thoughts. If this tower and killing some guy was the assigned quest of a PC, he should have had more data. For one thing, you don't get assigned the quest to the hard to find tower without being given some info about where it is or where it will be, and that it moves. Otherwise, everybody knows where it is, and it doesn't move. Additionally, if the PC didn't know that, he'd never find it, because finding it by chance WOULD be railroading. Assuming the PC has minimal information, we know it moves, and we know that it will be at the river on Sunday, he has a chance to get there. Since he knows it moves, he knows to be wary of it moving again, if he takes too long. Sharing this information actually helps you instill urgency and explains BEFORE it happens why it disappeared. Thus it isn't railroading when it moves. During the adventure, like when they are in the tower, give them more clues. Overhearing guards, or finding messages (because one of the dead guards was delivering it within the tower) will let you reveal other basic features of the tower. Like the fact that it will move at Noon, or that so and so can move it if the tower is attacked. You can also use this trick to reveal the nature of other rooms, before the party gets there. Learning that the facility has a testing chamber for a new breed of monster and that the fatality rate of gladiators is pretty high would be useful. The party may decide once they find the chamber that they don't need to enter it, as it has nothing to do with the quest. You don't have to explain how and why everything works in game or out of game. But you should provide basic explanations for what the party will find/has found in game. Especially of the art pieces like the danger room. They didn't need to enter it. If you don't have other game elements make that obvious, then they are going to enter it. There's a lot of ways to get the game back on track. You don't want to railroad them, but if they choose to finish it, make a way that is obvious on how to get back to the mission. Failure sucks. Don't make it even harder, or you'll discourage them, and lose your pacing. [/QUOTE]
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Party screwed up big time. How to fix it?
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