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Piratecat ruined my D&D game
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<blockquote data-quote="hagor" data-source="post: 3313622" data-attributes="member: 27501"><p>Great thread! Lots of good advice and inspiration!</p><p></p><p>I have noticed similar: I had a major villain, who the PCs desperately wanted to kill. I just had to mention his name and the PCs dropped everything and followed the lead. However, when they finally met him, only 1 PC of the active party knew him (1 of the other PCs died, 1 PC was retired due to the player dropping out, and 1 PC was not with the party at that time). (for those interested: instead of the big fight the PCs expected, they found him weak and chained up in some dungeon, pleading for his life in exchange for info on some major plot twist: the campaign ended there...)</p><p> </p><p></p><p></p><p></p><p>I agree completely. IMC, we play about once every two months: some of the players (and recently I as a dm) have kids, and there are many other real life obligations. </p><p></p><p>So, continuity is more related to the player's memory than PC deaths. This was very clear in the modified "Assassins knot"-adventure I ran recently. I liked the "open" format of the adventure (with a lot of freedom to the PCs actions, and then coming up with suitable repercussions by the major NPCs). However, I quickly found out that player memory often failed, which is bad when you try solving a mistery, in so far that the PCs sometimes didn't know what to do. </p><p>My solutions:</p><p>- I made an adventure log (I started this already before this adventure) and sent it to the players some days before the game. They love it!</p><p>- I made handouts (and even hung them on the wall) with major discoveries, major npcs, etc.</p><p>- I upped the pace, and let the npcs (both allies and ennemies) took the initiative: this way, the players had a more clear (short term) goal.</p><p>In all, I think it went fairly well.</p><p></p><p>About PC deaths: they are very rare. I don't care much about EL, and player tactics are rather good, so combats are usually not that deadly. PCs tend to kill themselves: the last PC death was when the mage instead of leaving the building, like the other PCs were doing, entered another room and had to face some assassins. His body was later "used" in some modified "animate dead" spell and possessed by an evil spirit...</p><p></p><p>Hagor</p></blockquote><p></p>
[QUOTE="hagor, post: 3313622, member: 27501"] Great thread! Lots of good advice and inspiration! I have noticed similar: I had a major villain, who the PCs desperately wanted to kill. I just had to mention his name and the PCs dropped everything and followed the lead. However, when they finally met him, only 1 PC of the active party knew him (1 of the other PCs died, 1 PC was retired due to the player dropping out, and 1 PC was not with the party at that time). (for those interested: instead of the big fight the PCs expected, they found him weak and chained up in some dungeon, pleading for his life in exchange for info on some major plot twist: the campaign ended there...) I agree completely. IMC, we play about once every two months: some of the players (and recently I as a dm) have kids, and there are many other real life obligations. So, continuity is more related to the player's memory than PC deaths. This was very clear in the modified "Assassins knot"-adventure I ran recently. I liked the "open" format of the adventure (with a lot of freedom to the PCs actions, and then coming up with suitable repercussions by the major NPCs). However, I quickly found out that player memory often failed, which is bad when you try solving a mistery, in so far that the PCs sometimes didn't know what to do. My solutions: - I made an adventure log (I started this already before this adventure) and sent it to the players some days before the game. They love it! - I made handouts (and even hung them on the wall) with major discoveries, major npcs, etc. - I upped the pace, and let the npcs (both allies and ennemies) took the initiative: this way, the players had a more clear (short term) goal. In all, I think it went fairly well. About PC deaths: they are very rare. I don't care much about EL, and player tactics are rather good, so combats are usually not that deadly. PCs tend to kill themselves: the last PC death was when the mage instead of leaving the building, like the other PCs were doing, entered another room and had to face some assassins. His body was later "used" in some modified "animate dead" spell and possessed by an evil spirit... Hagor [/QUOTE]
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