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General Tabletop Discussion
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Rejecting the Premise in a Module
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<blockquote data-quote="Charlaquin" data-source="post: 8051769" data-attributes="member: 6779196"><p>In general, I think the players should carry through on their agreements, which means engaging with the buy-in of the module if they agreed to it. On the other hand, if the players agreed to the premise of the module and then decide to abandon it partway through, there’s a problem. It’s time to talk to the players out of character to figure out what’s going on. Is the module not meeting the expectations the initial discussion set? Did they not end up liking it as much as they thought they would? If you can sort out <em>why</em> they don’t want to buy-in to the module you agreed to play, you might be able to salvage the experience for them.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8051769, member: 6779196"] In general, I think the players should carry through on their agreements, which means engaging with the buy-in of the module if they agreed to it. On the other hand, if the players agreed to the premise of the module and then decide to abandon it partway through, there’s a problem. It’s time to talk to the players out of character to figure out what’s going on. Is the module not meeting the expectations the initial discussion set? Did they not end up liking it as much as they thought they would? If you can sort out [I]why[/I] they don’t want to buy-in to the module you agreed to play, you might be able to salvage the experience for them. [/QUOTE]
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Community
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Rejecting the Premise in a Module
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