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<blockquote data-quote="MerricB" data-source="post: 6730146" data-attributes="member: 3586"><p><strong>Originally posted by Ravix:</strong></p><p></p><p>Even if you escape, your contact is supposed to encourage you to sneak back into the arena to find the halflings. You actually find the halflings when you get captured and travel with them to the arena, so you know where they are. But then you're put in a situation where you have to fight in the arena, escape being nigh impossible without the eventual riot. </p><p></p><p>I've had players defeat the Very Strong encounter before, but the general idea is that they will fail and be captured. I think a lot of trouble just comes from groups who think they are invincible and get dejected when they meet a foe that they cannot beat. I actually like that about this module, it manages to help teach them things that otherwise would be learned by a TPK. </p><p></p><p>Quite like the Roper fight in 3-4, sometimes the easiest solution is not to fight at all...</p><p></p><p></p><p><strong>Originally posted by Cascade.rpga:</strong></p><p></p><p>This event was very discouraging...</p><p> </p><p>essentially our group escaped the ambush (we had 2 dwarven clerics that roll advantage on poison) but it took an hour and a half.</p><p> </p><p>the rest was the DM trying to figure a way to get us back on track. It was frustrating at best and a pointless waste of time at worse. I can see where the adventure was going once we saw the end but we never really got to experience it.</p><p> </p><p>If the module wants to try and capture players, it should be done completely in box text..."you wake up surrounded, disarmed..."</p><p></p><p></p><p><strong>Originally posted by Nozareem:</strong></p><p></p><p> </p><p>I agree with you box tex or over whellming odds like you are lead into a clearing and out of the woods step about 30 guys with crossbows ready to fire if you move. This will signal pcs to step down or be killed.</p><p></p><p></p><p><strong>Originally posted by ZHDarkstar:</strong></p><p></p><p>Railroading capture like that via a text box would upset a good chunk of the players at my FLGS. They would prefer to go out swinging than be told "you lose because the box says so," and frankly I don't blame them. If I need to show that escape is imperative, I'll simply add more bad guys to the equation or not pull punches (using Multiattack whenever possible or casting their best spells first) to stress the severity of the situation at hand. Usually that does the trick in informing the party that they're in a Kobayashi Maru scenario.</p><p> </p><p>I understand the concern of time restraints, but there are other means of railroading the adventure than simply riding the text boxcar.</p><p></p><p><strong>Originally posted by Sartredes:</strong></p><p></p><p>I played this at Gen Con. I was annoyed with it. Players were railroaded from from the start to the end. I don't feel the characters made any significant decisions at all. You're railroaded into the puppet show at the start and I felt like every encounter thereafter we were just along for the ride. I left the table feeling pretty "meh" about the whole thing. The final combat was interesting enough I suppose, but otherwise it seemed like the GM could have just narrated the events from the tavern up to that point. I give it a thumbs down.</p></blockquote><p></p>
[QUOTE="MerricB, post: 6730146, member: 3586"] [b]Originally posted by Ravix:[/b] Even if you escape, your contact is supposed to encourage you to sneak back into the arena to find the halflings. You actually find the halflings when you get captured and travel with them to the arena, so you know where they are. But then you're put in a situation where you have to fight in the arena, escape being nigh impossible without the eventual riot. I've had players defeat the Very Strong encounter before, but the general idea is that they will fail and be captured. I think a lot of trouble just comes from groups who think they are invincible and get dejected when they meet a foe that they cannot beat. I actually like that about this module, it manages to help teach them things that otherwise would be learned by a TPK. Quite like the Roper fight in 3-4, sometimes the easiest solution is not to fight at all... [b]Originally posted by Cascade.rpga:[/b] This event was very discouraging... essentially our group escaped the ambush (we had 2 dwarven clerics that roll advantage on poison) but it took an hour and a half. the rest was the DM trying to figure a way to get us back on track. It was frustrating at best and a pointless waste of time at worse. I can see where the adventure was going once we saw the end but we never really got to experience it. If the module wants to try and capture players, it should be done completely in box text..."you wake up surrounded, disarmed..." [b]Originally posted by Nozareem:[/b] I agree with you box tex or over whellming odds like you are lead into a clearing and out of the woods step about 30 guys with crossbows ready to fire if you move. This will signal pcs to step down or be killed. [b]Originally posted by ZHDarkstar:[/b] Railroading capture like that via a text box would upset a good chunk of the players at my FLGS. They would prefer to go out swinging than be told "you lose because the box says so," and frankly I don't blame them. If I need to show that escape is imperative, I'll simply add more bad guys to the equation or not pull punches (using Multiattack whenever possible or casting their best spells first) to stress the severity of the situation at hand. Usually that does the trick in informing the party that they're in a Kobayashi Maru scenario. I understand the concern of time restraints, but there are other means of railroading the adventure than simply riding the text boxcar. [b]Originally posted by Sartredes:[/b] I played this at Gen Con. I was annoyed with it. Players were railroaded from from the start to the end. I don't feel the characters made any significant decisions at all. You're railroaded into the puppet show at the start and I felt like every encounter thereafter we were just along for the ride. I left the table feeling pretty "meh" about the whole thing. The final combat was interesting enough I suppose, but otherwise it seemed like the GM could have just narrated the events from the tavern up to that point. I give it a thumbs down. [/QUOTE]
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