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Rejecting the Premise in a Module
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<blockquote data-quote="Stormdale" data-source="post: 8052405" data-attributes="member: 3555"><p>I had this great campaign sorted based round Ghosts of Saltmarsh and a number of old Dungeon mag adventures and old modules maybe link it to the Slavers series, it was going to be awesome! Lots of nautical adventures and a big sahaugin conspiracy (linking the 2e evil tide series). All was going well till they first encountered Sahuagin in Evil Tide and hated fighting underwater as the sea devils had all the advantages so soon as that adventure was completed became landlubbers and declined further sea adventures.</p><p></p><p>One of my core players plays a lot of adventure paths and at times has struggled with the concept of the players drive the adventure and the adventure is what you decide to do (aka sandbox) style game. So this time round rather than drop cunning clues for future adventures into the game, many of which are missed, I have been much more overt. At the end of each adventure I've given them 2-3 meaningful next adventure choices and the one they choose becomes the next adventure so it is a sort of pick a path campaign. Should they complete their current adventure (Lost Caverns of Tsojcanth) they'll get 2-3 more choices. May not work for some but seems to be keeping my players happy. They have moved well away from my original idea/concept but the game us going well as I've responded to their feedback and rolled with a change of direction. We may get back to Saltmarsh, we may not.</p><p>IMO games tend to fall over when players feel they've no choice and have no buy in (why are we doing this again, oh that's right Elminster us having a bath so we have to save the world) My group hate being railroaded and I tend to describe my attempts to engage them as like trying to herd cats.</p></blockquote><p></p>
[QUOTE="Stormdale, post: 8052405, member: 3555"] I had this great campaign sorted based round Ghosts of Saltmarsh and a number of old Dungeon mag adventures and old modules maybe link it to the Slavers series, it was going to be awesome! Lots of nautical adventures and a big sahaugin conspiracy (linking the 2e evil tide series). All was going well till they first encountered Sahuagin in Evil Tide and hated fighting underwater as the sea devils had all the advantages so soon as that adventure was completed became landlubbers and declined further sea adventures. One of my core players plays a lot of adventure paths and at times has struggled with the concept of the players drive the adventure and the adventure is what you decide to do (aka sandbox) style game. So this time round rather than drop cunning clues for future adventures into the game, many of which are missed, I have been much more overt. At the end of each adventure I've given them 2-3 meaningful next adventure choices and the one they choose becomes the next adventure so it is a sort of pick a path campaign. Should they complete their current adventure (Lost Caverns of Tsojcanth) they'll get 2-3 more choices. May not work for some but seems to be keeping my players happy. They have moved well away from my original idea/concept but the game us going well as I've responded to their feedback and rolled with a change of direction. We may get back to Saltmarsh, we may not. IMO games tend to fall over when players feel they've no choice and have no buy in (why are we doing this again, oh that's right Elminster us having a bath so we have to save the world) My group hate being railroaded and I tend to describe my attempts to engage them as like trying to herd cats. [/QUOTE]
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