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Rejecting the Premise in a Module
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<blockquote data-quote="Stormdale" data-source="post: 8063420" data-attributes="member: 3555"><p>I agree Oofta, the end of the world is nigh adventures have to have player buy in and if the players aren't into it then what, the world ends? That's why prefer smaller localised advenrures but have always been a fan of the Gygaxian wheels within wheels approach- GDQ being a good example of this approach. </p><p></p><p>[USER=381]@Christian[/USER]- it's not trying to have it come back to bite them for not dealing with it earlier just tring to make each decision have an impact, we can still deal with the plot just other things may have happened and the monsters don't simply sit around frozen in time till the pcs to come back. I want the pcs to have meaningful decisions and weigh up the options and consider consequences- 3 smaller adventures happened as the party were adamant about dealing with the smugglers but wanted to do some things nearby while waiting for the Sea Ghost to return the following new moon). </p><p></p><p>If they get back to Saltmarsh and find the harbour is being raided by sea devils, fishing and sea trade being affected well then they hopefully go "oh crap, we'd better deal with this now". but I refuse as a DM to tell the players what they must do next and put them into a straight jacket or railroad them- the challenge and fun of DMing is when you manage to convince the players to do what you want them to without them realising you've been pulling strings the whole time (or there is a grand reveal where they go oh crap this relates to that adventure we did way back when and they suddenly see a bigger picture and buy into it 100%). That is my aim as a DM rather than hitting them over the head with the "you have to do this or there is no game" bat. </p><p></p><p>I'm not sure about "not winning" the adventure myself, its more of a case of getting heavly sidetracked with one characters "sidequests" and will take a while to get back to the original adventures (if we do)- it may take us months (in real time) to get back to Saltmarsh, we will see and I'll gauge what kind of adventure they are looking for next. T</p><p></p><p>U3 is still on the cards after Tsojcanth but we will see. I'm more interested in the journey and not necessarily the destination and I'm sure there are more detours on the road ahead.</p><p></p><p>Stormdale</p></blockquote><p></p>
[QUOTE="Stormdale, post: 8063420, member: 3555"] I agree Oofta, the end of the world is nigh adventures have to have player buy in and if the players aren't into it then what, the world ends? That's why prefer smaller localised advenrures but have always been a fan of the Gygaxian wheels within wheels approach- GDQ being a good example of this approach. [USER=381]@Christian[/USER]- it's not trying to have it come back to bite them for not dealing with it earlier just tring to make each decision have an impact, we can still deal with the plot just other things may have happened and the monsters don't simply sit around frozen in time till the pcs to come back. I want the pcs to have meaningful decisions and weigh up the options and consider consequences- 3 smaller adventures happened as the party were adamant about dealing with the smugglers but wanted to do some things nearby while waiting for the Sea Ghost to return the following new moon). If they get back to Saltmarsh and find the harbour is being raided by sea devils, fishing and sea trade being affected well then they hopefully go "oh crap, we'd better deal with this now". but I refuse as a DM to tell the players what they must do next and put them into a straight jacket or railroad them- the challenge and fun of DMing is when you manage to convince the players to do what you want them to without them realising you've been pulling strings the whole time (or there is a grand reveal where they go oh crap this relates to that adventure we did way back when and they suddenly see a bigger picture and buy into it 100%). That is my aim as a DM rather than hitting them over the head with the "you have to do this or there is no game" bat. I'm not sure about "not winning" the adventure myself, its more of a case of getting heavly sidetracked with one characters "sidequests" and will take a while to get back to the original adventures (if we do)- it may take us months (in real time) to get back to Saltmarsh, we will see and I'll gauge what kind of adventure they are looking for next. T U3 is still on the cards after Tsojcanth but we will see. I'm more interested in the journey and not necessarily the destination and I'm sure there are more detours on the road ahead. Stormdale [/QUOTE]
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