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Rejecting the Premise in a Module
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<blockquote data-quote="Scott Christian" data-source="post: 8051938" data-attributes="member: 6901101"><p>As far as the OP goes. They were being difficult players, but I doubt the entire table felt that way. </p><p></p><p>On a side note, time is an important consideration here. If you are unhappy playing an AP, and you only play once a month, so you have another year until you are finished - that's tough. The table should have a talk at that point. Like, "Hey, I thought hell would be all cool t explore, but I am so over it already." If everyone agrees, cool. Sometimes even the GM will agree. If they don't, then maybe play the abridged version, for another three or four months. No harm in that. That player, if they keep an open mind, might find they start liking it. Or they can take some time off. Point i, time is important in these decisions.</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 8051938, member: 6901101"] As far as the OP goes. They were being difficult players, but I doubt the entire table felt that way. On a side note, time is an important consideration here. If you are unhappy playing an AP, and you only play once a month, so you have another year until you are finished - that's tough. The table should have a talk at that point. Like, "Hey, I thought hell would be all cool t explore, but I am so over it already." If everyone agrees, cool. Sometimes even the GM will agree. If they don't, then maybe play the abridged version, for another three or four months. No harm in that. That player, if they keep an open mind, might find they start liking it. Or they can take some time off. Point i, time is important in these decisions. [/QUOTE]
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