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Rejecting the Premise in a Module
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<blockquote data-quote="TaranTheWanderer" data-source="post: 8053198" data-attributes="member: 15882"><p>IDK...</p><p></p><p>@<strong>[USER=6896326]Fauchard1520[/USER]</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>As a Player</strong></p><p></p><p>When I'm told by a DM that they want to run an adventure, I usually ask what kind of character would fit. Then I try to stay on the rails for the DM as much as possible but will often look for different approaches to problems. it gets frustrating when all ideas just lead back to how the adventure wants you to solve it. I see the DM sweating, "Oh, naughty word, but if they do that now, they'll be too low level!!!" And it's frustrating for me and I often second guess my decisions, "Oh naughty word, if I do this now, will I be too low level?"</p><p></p><p>It's weird. As a player, I want to make decisions and I want them to have an impact on the adventure. When I have clever ideas, that might bypass whole parts of the adventure, I should be rewarded for clever ideas and not shoehorned back to the programmed path. When I feel my decisions no longer matter, I lose interest or I might start testing the waters to see if my choices have consequences.. This might be 'the problem player' some people are talking about. But if I do it, it's only to see if my actions do actually affect anything. If not, I might drop out of the game or I might approach the DM and let them know how I feel. What's the point of playing if your decisions are meaningless?</p><p></p><p><strong>As a DM</strong></p><p></p><p>I use the Adventure Path as back drop and not as a road map. I try my best to hook the players in and help them with character creation to make sure they are playing the types of characters that would be invested in the plot. If they do unexpected things, I roll with it. If they go off track, I just keep NPC plans and goals in mind and ad lib. The story will still progress, even without the characters. They may even choose to join the enemy that the path had intended for them to stop. Whatever. naughty word happens. There's so much in a module to use and a good module will usually have a variety of antagonists fighting against each other behind the scenes so if the PCs choose to join one side, it's easy to pin them against the other.</p><p></p><p>If they choose to just up and leave the whole Adventure Path? I've never had that happen. I guess I'd just have to make stuff up and keep in mind what was going on in the module and decide the bad guy's plans come to fruition and see where it goes. Or randomly decide another group took care of the problem and let their heroic deeds be told to the player characters. Rival adventurers make for a great nemesis.</p><p></p><p>In the end, any content not explored, I can just throw in to homebrew adventures.</p></blockquote><p></p>
[QUOTE="TaranTheWanderer, post: 8053198, member: 15882"] IDK... @[B][USER=6896326]Fauchard1520[/USER] As a Player[/B] When I'm told by a DM that they want to run an adventure, I usually ask what kind of character would fit. Then I try to stay on the rails for the DM as much as possible but will often look for different approaches to problems. it gets frustrating when all ideas just lead back to how the adventure wants you to solve it. I see the DM sweating, "Oh, naughty word, but if they do that now, they'll be too low level!!!" And it's frustrating for me and I often second guess my decisions, "Oh naughty word, if I do this now, will I be too low level?" It's weird. As a player, I want to make decisions and I want them to have an impact on the adventure. When I have clever ideas, that might bypass whole parts of the adventure, I should be rewarded for clever ideas and not shoehorned back to the programmed path. When I feel my decisions no longer matter, I lose interest or I might start testing the waters to see if my choices have consequences.. This might be 'the problem player' some people are talking about. But if I do it, it's only to see if my actions do actually affect anything. If not, I might drop out of the game or I might approach the DM and let them know how I feel. What's the point of playing if your decisions are meaningless? [B]As a DM[/B] I use the Adventure Path as back drop and not as a road map. I try my best to hook the players in and help them with character creation to make sure they are playing the types of characters that would be invested in the plot. If they do unexpected things, I roll with it. If they go off track, I just keep NPC plans and goals in mind and ad lib. The story will still progress, even without the characters. They may even choose to join the enemy that the path had intended for them to stop. Whatever. naughty word happens. There's so much in a module to use and a good module will usually have a variety of antagonists fighting against each other behind the scenes so if the PCs choose to join one side, it's easy to pin them against the other. If they choose to just up and leave the whole Adventure Path? I've never had that happen. I guess I'd just have to make stuff up and keep in mind what was going on in the module and decide the bad guy's plans come to fruition and see where it goes. Or randomly decide another group took care of the problem and let their heroic deeds be told to the player characters. Rival adventurers make for a great nemesis. In the end, any content not explored, I can just throw in to homebrew adventures. [/QUOTE]
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