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Rejecting the Premise in a Module
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<blockquote data-quote="Stormdale" data-source="post: 8062981" data-attributes="member: 3555"><p>That is a good point. I prefer to see it as allowing players choice but accepting that there may be consequences or future events occur (or not) based on those choices. So they've decided to leave the Sahuagin track, when they left the sahuagin were building a forward base (U3- whch was where I thought we were headed) to raid nearby human lands- so what happens if the players don't intervene? I could say guys this is the adventure you MUST do it, but that's not my way. Instead I rolled with their wishes and we went in a differnt direction. I am toying with a couple of scenarios. Maybe when they return to town (assuming they survive the current adventure) then the sahuagin plans are more advanced and raids occuring on the docks, maybe even the town partly destroyed and so the threat willl need to be dealt with. Or maybe I'll sense hte party still aren't that keen on resuming the original nautical theme and there is no forward base and they ended the menace when they finished the Evil Tide module. Or maybe an NPC party dealt with the sahuagin threat and are the towns heroes and not the pcs (and no one cares to hear about the PCs exploits in the far off mountains). </p><p></p><p>I ran a game back in 2012-13 where one of the playres wanted to be the "Icequeen" and spent the whole campaign sowing seeds of the imminent arrival of the Icequeen, who would unite the humanoids of the northern lands (Blackmoor) and create a mini iceage on her appearance. Hey that's cool (player idea, not mine) so now those events have transpired, the pc is now an npc and the players in the last two campaings have dealt with refugees from the lands taken over by the Icequeen and her followers, talked about trying to sort out what was happening up north but as of yet not actually done anything about it (last campign was heading that way I thought but then ended up in the tropics and ToA instead). Having this semi finished campaign/theme running in the background over the past 5-6 years adds depth to the campaign world IMO but isn't something that must be tied up to finish the campaign, well at least not this one. Whenever the pcs hear rumours of the Icequeen and events happening in the far off north they players all make comments to the player who kicked it all off and he just kind of shrugs. </p><p></p><p>IMO adventures and campaigns end but the campign world continues to tick a long waiting for the next story to emerge and add to the tapestry we are collectively weaving... </p><p></p><p>Stormdale</p></blockquote><p></p>
[QUOTE="Stormdale, post: 8062981, member: 3555"] That is a good point. I prefer to see it as allowing players choice but accepting that there may be consequences or future events occur (or not) based on those choices. So they've decided to leave the Sahuagin track, when they left the sahuagin were building a forward base (U3- whch was where I thought we were headed) to raid nearby human lands- so what happens if the players don't intervene? I could say guys this is the adventure you MUST do it, but that's not my way. Instead I rolled with their wishes and we went in a differnt direction. I am toying with a couple of scenarios. Maybe when they return to town (assuming they survive the current adventure) then the sahuagin plans are more advanced and raids occuring on the docks, maybe even the town partly destroyed and so the threat willl need to be dealt with. Or maybe I'll sense hte party still aren't that keen on resuming the original nautical theme and there is no forward base and they ended the menace when they finished the Evil Tide module. Or maybe an NPC party dealt with the sahuagin threat and are the towns heroes and not the pcs (and no one cares to hear about the PCs exploits in the far off mountains). I ran a game back in 2012-13 where one of the playres wanted to be the "Icequeen" and spent the whole campaign sowing seeds of the imminent arrival of the Icequeen, who would unite the humanoids of the northern lands (Blackmoor) and create a mini iceage on her appearance. Hey that's cool (player idea, not mine) so now those events have transpired, the pc is now an npc and the players in the last two campaings have dealt with refugees from the lands taken over by the Icequeen and her followers, talked about trying to sort out what was happening up north but as of yet not actually done anything about it (last campign was heading that way I thought but then ended up in the tropics and ToA instead). Having this semi finished campaign/theme running in the background over the past 5-6 years adds depth to the campaign world IMO but isn't something that must be tied up to finish the campaign, well at least not this one. Whenever the pcs hear rumours of the Icequeen and events happening in the far off north they players all make comments to the player who kicked it all off and he just kind of shrugs. IMO adventures and campaigns end but the campign world continues to tick a long waiting for the next story to emerge and add to the tapestry we are collectively weaving... Stormdale [/QUOTE]
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