D&D 5E Rejecting the Premise in a Module


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That's not a plot, it's a PvP wargame.

I'm confused. How can a wargame not have a plot?

Plot 1: Two sides meet. Chaos ensues. One walks away
Plot 2: Two sides meet. Chaos ensure. They make peace.
Plot 3: Two sides meet. They destroy each other. Side three claims victory
Plot 4: Two side clash, but unite to stand up against overwhelming foe.
Plot 5: Etc.

Once again, it someone isn't interested a particular game/plot/setting/set up/group/house rules, other options exist, especially in the age of the internet.
 
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I'm confused. How can a wargame not have a plot?

Plot 1: Two sides meet. Chaos ensues. One walks away
Plot 2: Two sides meet. Chaos ensure. They make peace.
Plot 3: Two sides meet. They destroy each other. Side three claims victory
Plot 4: Two side clash, but unite to stand up against overwhelming foe.
Plot 5: Etc.

Once again, it someone isn't interested a particular game/plot/setting/set up/group/house rules, other options exist, especially in the age of the internet.
That's not a plot, any more than a game of chess has a plot. Not that there is anything wrong with the idea, but it's not plot.
 




Why not?

A plot a series of events leading up to a resolution. Chess has those. Then events are the movements of the pieces. The resolution is white checkmate / black checkmate, or stalemate, depending on the game. Game even stakes if the players or spectators are gambling.

Even brushing one's teeth has a plot: Toothbrush vs. Plaque for the fate of Genghis Khan's mouth.
 
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I have never had that happen but I would say it depends. It is crap as a DM if you spend time preparing something (even more so if you build it) and the players decide to thrash it.

There are a few ways to handle this, most of them are jerk moves but then so is what the players are doing - given your scenario:

1. Magic - the possibilities are endless. A local town mage was divining them and saw them knife the quest giver. He sends an Army that forces them to hold true to their bargain. A teleporter/gate/wild magic area continues returing them to the module area the only way out of the loop is to play the module. I have never actually done this.

2. TPK - This is pretty simple, if players are being jerks and it is not fun end the game. By force of arms if necessary. I have done this, not for the specific scenario you describe though. The players started acting foolish and stupid inside a city, attacking and killing people, then killing the watch who came to break it up and then the town guard when they came.

3. Move on to a new adventure. Sometimes some people just don't like some modules, could be for a variety of reasons. If the players as a group are not having fun you can't expect them to play it out. Best thing to do is cut losses and move on to a new module.
 

I have never had that happen but I would say it depends. It is crap as a DM if you spend time preparing something (even more so if you build it) and the players decide to thrash it.

There are a few ways to handle this, most of them are jerk moves but then so is what the players are doing - given your scenario:

1. Magic - the possibilities are endless. A local town mage was divining them and saw them knife the quest giver. He sends an Army that forces them to hold true to their bargain. A teleporter/gate/wild magic area continues returing them to the module area the only way out of the loop is to play the module.

2. TPK - This is pretty simple, if players are being jerks and it is not fun end the game. By force of arms if necessary.

You acknowledge these are jerk moves, but it's more than that - these are (overly blunt) in game ways of dealing with an out of game issue. In game solutions to out of game problems are rarely the way to go. Better is to pause, and out of game discuss why people aren't jibing with the chosen adventure.

3. Move on to a new adventure. Sometimes some people just don't like some modules, could be for a variety of reasons. If the players as a group are not having fun you can't expect them to play it out. Best thing to do is cut losses and move on to a new module.

This is basically dealing with it out of game and better - stop, talk about it first and maybe move to something else if no one is having fun with the current scenario.
 
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No it is not. Not all games or groups are equal.

To be clear, I think these answers tend to be very clear and easy to pick up in a face-to-face group. However, the OP doesn't provide the information we would to get the answers we would intuitively get from such an interaction. My only point is, as written in the OP, the terms of the "agreement" can be very different. Even if it is under the umbrella of "playing a game."

Listen, I am just being pedantic. I have already given my personal answer , I was just exploring the wide implications (or lack thereof) of the OP
Fair enough. I took you too literally. I am sorry for that.
 

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