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General Tabletop Discussion
*Dungeons & Dragons
Rejecting the Premise in a Module
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<blockquote data-quote="auburn2" data-source="post: 8052865" data-attributes="member: 6855259"><p>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.</p><p></p><p>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:</p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="auburn2, post: 8052865, member: 6855259"] 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. [/QUOTE]
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