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Putting together an intro Darksun adventure
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<blockquote data-quote="Nork" data-source="post: 5287253" data-attributes="member: 59879"><p>I can see the concerns with it being too 'on rails', as railroaded plots can be bad. If you've got some ideas of how to open it up a little, I'd be glad to hear them. That being said, I put the early part of the adventure a bit on rails for a few reasons. First of all, players being introduced to Darksun need to get the "I can do whatever I want, whenever I want" chip knocked off their shoulder. Second of all, it is an intro adventure, it needs to be a bit on rails to let the players see how the world works. The adventure also opens up a bit as it progresses as well.</p><p></p><p>In Darksun, if you fight the power, the power fights you. If you picked a fight from a position of weakness, you are going to get killed, brutalized, or forced to do something you don't want to do.</p><p></p><p>The usual player mentality of "I'm a slave -> I don't want to be a slave -> come up with a weak rationalization to RAWR ROLL DICE! -> I should be free because I RAWR ROLLED DICE!" just doesn't fly in Darksun, and they are going to get slapped down. They need to collect up their little victories first, before they can try something big.</p><p></p><p>Up until the wasp attack, there really are not any good chances to make an escape. However, there are good chances to get small victories like gathering information, or useful supplies.</p><p></p><p>I suppose including the illusion of choice of allowing them to break free during the attack might work, but frankly, the probability of them doing something idiotic like trying to fight the elves or running off into the desert with no supplies is also pretty high.</p></blockquote><p></p>
[QUOTE="Nork, post: 5287253, member: 59879"] I can see the concerns with it being too 'on rails', as railroaded plots can be bad. If you've got some ideas of how to open it up a little, I'd be glad to hear them. That being said, I put the early part of the adventure a bit on rails for a few reasons. First of all, players being introduced to Darksun need to get the "I can do whatever I want, whenever I want" chip knocked off their shoulder. Second of all, it is an intro adventure, it needs to be a bit on rails to let the players see how the world works. The adventure also opens up a bit as it progresses as well. In Darksun, if you fight the power, the power fights you. If you picked a fight from a position of weakness, you are going to get killed, brutalized, or forced to do something you don't want to do. The usual player mentality of "I'm a slave -> I don't want to be a slave -> come up with a weak rationalization to RAWR ROLL DICE! -> I should be free because I RAWR ROLLED DICE!" just doesn't fly in Darksun, and they are going to get slapped down. They need to collect up their little victories first, before they can try something big. Up until the wasp attack, there really are not any good chances to make an escape. However, there are good chances to get small victories like gathering information, or useful supplies. I suppose including the illusion of choice of allowing them to break free during the attack might work, but frankly, the probability of them doing something idiotic like trying to fight the elves or running off into the desert with no supplies is also pretty high. [/QUOTE]
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