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General Tabletop Discussion
*Dungeons & Dragons
Rejecting the Premise in a Module
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<blockquote data-quote="Mort" data-source="post: 8063119" data-attributes="member: 762"><p>The impact (on the world and the PCs) of "dropped" or non-pursued quests is an interesting question! How far should it go? </p><p></p><p>A couple of years ago, I posted this (extremely heavy handed and likely not fun) scenario as a hypothetical (I guess it's relevant to the OP in that the PCs rejected the premise - what are the consequences?):</p><p></p><p>Say the PCs, early in their adventuring career learn of a hermit outside the city building a strange machine. They have other things going on, however, and don't bother with this hook. The DM gives the PCs updates on the hermit's progress through other NPCs, snippets heard, etc - as they go up in level.</p><p></p><p>As the PCs get high level, the hermit is completing his machine, which the PCs have learned is a doomsday device. The PCs decide they have better things to do (let the king, rival adventurers etc. handle the hermit) and pursue something else. How justified is the DM in blowing up the world, right with the PCs on it?</p><p></p><p>Is the better answer, do it - but make sure the PCs are "off world" so they have to clean up the mess they made but are not "directly affected" (where directly affected means dead - they still likely lost most of their stuff and connections)?</p><p></p><p>Is the even better answer - have a rival group foil the hermit and move on.</p><p></p><p>Or how about, Have the hermit be partially foiled but enough of the world blows up that the PCs feel it - Actions (and inaction) have consequences.</p><p></p><p>Sorry if it's a tangent - your post got me thinking about this again.</p></blockquote><p></p>
[QUOTE="Mort, post: 8063119, member: 762"] The impact (on the world and the PCs) of "dropped" or non-pursued quests is an interesting question! How far should it go? A couple of years ago, I posted this (extremely heavy handed and likely not fun) scenario as a hypothetical (I guess it's relevant to the OP in that the PCs rejected the premise - what are the consequences?): Say the PCs, early in their adventuring career learn of a hermit outside the city building a strange machine. They have other things going on, however, and don't bother with this hook. The DM gives the PCs updates on the hermit's progress through other NPCs, snippets heard, etc - as they go up in level. As the PCs get high level, the hermit is completing his machine, which the PCs have learned is a doomsday device. The PCs decide they have better things to do (let the king, rival adventurers etc. handle the hermit) and pursue something else. How justified is the DM in blowing up the world, right with the PCs on it? Is the better answer, do it - but make sure the PCs are "off world" so they have to clean up the mess they made but are not "directly affected" (where directly affected means dead - they still likely lost most of their stuff and connections)? Is the even better answer - have a rival group foil the hermit and move on. Or how about, Have the hermit be partially foiled but enough of the world blows up that the PCs feel it - Actions (and inaction) have consequences. Sorry if it's a tangent - your post got me thinking about this again. [/QUOTE]
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