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<blockquote data-quote="MerricB" data-source="post: 6730150" data-attributes="member: 3586"><p><strong>Originally posted by klobbermeister:</strong></p><p></p><p> </p><p>After playing this mod at GenCon, and finishing a bit early, I walked by one table which was still engaged in this initial fight...three hours later. You can let the party do what they want, but there are the definite consequences of not completing anything other that the one fight...</p><p></p><p><strong>Originally posted by Tyranthraxus:</strong></p><p></p><p>Thanks for the heads up. This will be the first Season 3 expeditions I will run so its good to know it will require some managing. </p><p></p><p><strong>Originally posted by ZHDarkstar:</strong></p><p></p><p>That sounds more like a problem with that particular DM than the adventure itself. Need to hammer home that it's an unwinnable fight? Continue to add baddies as the party drops them or shift target focus to players who just aren't getting it. Going back to example of the "CN" troll player, I would've made all the baddies target him until he dropped. Hell, I would've allowed the other players to attempt to restrain or KO the troll.</p><p></p><p><strong>Originally posted by Cascade.rpga:</strong></p><p></p><p> </p><p>Even at low level, a typical party would flee and then the DM is trying to manage chase scenes, how to handle half of the party getting captured or just one or two.</p><p>Even our group, I used invisibility to help the remaining party members escape and then the judge was struggling how to get us back in...</p><p> </p><p>Maybe at a home or local event where you know the judge and can trust that they are playing it overhanded, but at a convention where you don't know the quality of judges, I'd rather take a chance and escape with my toon alive then assume the event is written to capture the whole group. Either box text or the judge simply tells you, why waste the time?</p><p></p><p><strong>Originally posted by Skerrit:</strong></p><p></p><p> </p><p> Without giving any spoilers, there is no need for struggle. The adventure tells the DM what happens if the characters should escape or win the fight. </p><p></p><p><strong>Originally posted by Peoplemuver:</strong></p><p></p><p>i read through this and yea i doubt many players will like it. it just takes any freedom of choice out from the players. I will change it so that that players have more choice. I think that the writing and story is good but who ever wrote it didn't keep in mind the players point of view. like yea who wants to play a dnd game where you just will get captured no matter what. (though a better experinced DM could fairly easly make it seem like they had a choice but that is a diffrent subject...)</p><p> let the players not get captured if they come up with a good way to get out of ambush. then have em go into the arena and to save haflings how ever they decide. Maybe its being taken as captives or going into the audience and helping them from their. just let the players decide how they do it.</p></blockquote><p></p>
[QUOTE="MerricB, post: 6730150, member: 3586"] [b]Originally posted by klobbermeister:[/b] After playing this mod at GenCon, and finishing a bit early, I walked by one table which was still engaged in this initial fight...three hours later. You can let the party do what they want, but there are the definite consequences of not completing anything other that the one fight... [b]Originally posted by Tyranthraxus:[/b] Thanks for the heads up. This will be the first Season 3 expeditions I will run so its good to know it will require some managing. [b]Originally posted by ZHDarkstar:[/b] That sounds more like a problem with that particular DM than the adventure itself. Need to hammer home that it's an unwinnable fight? Continue to add baddies as the party drops them or shift target focus to players who just aren't getting it. Going back to example of the "CN" troll player, I would've made all the baddies target him until he dropped. Hell, I would've allowed the other players to attempt to restrain or KO the troll. [b]Originally posted by Cascade.rpga:[/b] Even at low level, a typical party would flee and then the DM is trying to manage chase scenes, how to handle half of the party getting captured or just one or two. Even our group, I used invisibility to help the remaining party members escape and then the judge was struggling how to get us back in... Maybe at a home or local event where you know the judge and can trust that they are playing it overhanded, but at a convention where you don't know the quality of judges, I'd rather take a chance and escape with my toon alive then assume the event is written to capture the whole group. Either box text or the judge simply tells you, why waste the time? [b]Originally posted by Skerrit:[/b] Without giving any spoilers, there is no need for struggle. The adventure tells the DM what happens if the characters should escape or win the fight. [b]Originally posted by Peoplemuver:[/b] i read through this and yea i doubt many players will like it. it just takes any freedom of choice out from the players. I will change it so that that players have more choice. I think that the writing and story is good but who ever wrote it didn't keep in mind the players point of view. like yea who wants to play a dnd game where you just will get captured no matter what. (though a better experinced DM could fairly easly make it seem like they had a choice but that is a diffrent subject...) let the players not get captured if they come up with a good way to get out of ambush. then have em go into the arena and to save haflings how ever they decide. Maybe its being taken as captives or going into the audience and helping them from their. just let the players decide how they do it. [/QUOTE]
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