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Please Just Play the Adventure (One Shots)
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<blockquote data-quote="Bilharzia" data-source="post: 8681402" data-attributes="member: 6970322"><p>I sympathise as I have run a one-shot Call of Cthulhu scenario where the players did not want to investigate, turning the adventure into Call of Call the Police. On the other hand the adventure itself sounds like a bit of a damp squib. I do think the "goal" of the journey being going to the city mixed in with the "hook" of an encounter is confusing, especially in a one-shot with unknown players. The actual point of the adventure also puzzles me - was it the ultimate combat encounter with the pursuers? Trying to plot out the intended stages, it seems to me to be:</p><p></p><p>Meet The Rider at Location A --> Journey to Location B --> Hole up Location B --> Combat Encounter at Location B</p><p></p><p>I don't know if that's it?</p><p></p><p>The very first thing I would change would be to <strong>get rid of The Rider and simply make the PCs the ones who are being pursued.</strong> This resolves any problems with motivation, talking to the NPC, arguing with the NPC, and so on. The PCs and the players now have a very clear problem they need to solve. You can also add personal objectives or knowledge that each PC has <em>about </em>their pursuers, giving them some knowledge and investment in what is to follow.</p><p></p><p>If you want some NPC interaction you can include that but then leave the decisions the players/PCs make about that NPC entirely up to them - perhaps they do meet a wealthy rider, do they offer him help? will the rider help them? do they risk taking them with them? If they leave him will he inform the pursuing gang or even join them instead? Whatever the players decide will not derail the scenario, but that decision will have some impact. If The Rider is an enthusiastic youngster who joins them, helps out in the final encounter, but ends up getting killed it will add some pathos to the PCs victory, etc.</p></blockquote><p></p>
[QUOTE="Bilharzia, post: 8681402, member: 6970322"] I sympathise as I have run a one-shot Call of Cthulhu scenario where the players did not want to investigate, turning the adventure into Call of Call the Police. On the other hand the adventure itself sounds like a bit of a damp squib. I do think the "goal" of the journey being going to the city mixed in with the "hook" of an encounter is confusing, especially in a one-shot with unknown players. The actual point of the adventure also puzzles me - was it the ultimate combat encounter with the pursuers? Trying to plot out the intended stages, it seems to me to be: Meet The Rider at Location A --> Journey to Location B --> Hole up Location B --> Combat Encounter at Location B I don't know if that's it? The very first thing I would change would be to [B]get rid of The Rider and simply make the PCs the ones who are being pursued.[/B] This resolves any problems with motivation, talking to the NPC, arguing with the NPC, and so on. The PCs and the players now have a very clear problem they need to solve. You can also add personal objectives or knowledge that each PC has [I]about [/I]their pursuers, giving them some knowledge and investment in what is to follow. If you want some NPC interaction you can include that but then leave the decisions the players/PCs make about that NPC entirely up to them - perhaps they do meet a wealthy rider, do they offer him help? will the rider help them? do they risk taking them with them? If they leave him will he inform the pursuing gang or even join them instead? Whatever the players decide will not derail the scenario, but that decision will have some impact. If The Rider is an enthusiastic youngster who joins them, helps out in the final encounter, but ends up getting killed it will add some pathos to the PCs victory, etc. [/QUOTE]
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