WayOfTheFourElements
Hero
Yes. You might well be able to create a world in five minutes. It might even not suck. But that is your superpower. I assure you most people can't. It took God six days.
I don't think I have any superpowers.
Yes. You might well be able to create a world in five minutes. It might even not suck. But that is your superpower. I assure you most people can't. It took God six days.
That's not a plot, it's a PvP wargame.Besides, B2 has a wonderful plot. Get 6 players, form 2 groups. One group plays adventurers from the keep, the other plays humanoids from the caves. I've done this several times. Never falls flat.
That's not a plot, it's a PvP wargame.
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.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.
Correct.Chess doesn't have a plot?
Correct.
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.
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.
Fair enough. I took you too literally. I am sorry for that.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