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Rime of the Frostmaiden Post-Mortem (Spoilers)
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<blockquote data-quote="lluewhyn" data-source="post: 8520841" data-attributes="member: 6887379"><p>I think there are just times when the writer (Chris Perkins?) just gets all hyped up about doing some ultra-dramatic thing with consequences for the PCs (oftentimes with railroading) that they're more concerned with pulling off the edgy moment that good storytelling drops by the wayside.</p><p></p><p>Writer: The Ten-Towns were all destroyed by the dragon because of the choice you made.</p><p>PCs: You realize that none of the information presented made chasing the dragon a logical choice?</p><p>Writer: I'm sorry, I can't hear you because I'm too busy laughing at the fact that your choices had consequences.</p><p></p><p>Just like later in the adventure when they are presented with Auril's challenge and any attempt to progress forward through alternative means automatically fails by writer fiat, with the added kicker that any resources used are lost as well (because the writer is pouty, and you WILL face a moral dilemma dangit). </p><p></p><p>In Curse of Strahd, there's the part where you have a chance to save Ireena and free her from Strahd but the adventure goes out of its way to trick the PCs into making the "wrong" choice, and then rubs it in their faces because now Ireena is doomed forever. Doomed!</p><p></p><p>In Dragon Heist, there's the explicit text that if the PCs ever get smart and come up with a solution to acquire the macguffin in a way not written, it mind-controls them and forces them to drop it so they can get back on the railroad tracks.</p><p></p><p>Essentially, whenever some parts of these adventures start taking a more gleeful, snickering and/or railroading approach to forcing the PCs to suffer consequences for some of their "choices", I tend to look at these passages rather cautiously.</p></blockquote><p></p>
[QUOTE="lluewhyn, post: 8520841, member: 6887379"] I think there are just times when the writer (Chris Perkins?) just gets all hyped up about doing some ultra-dramatic thing with consequences for the PCs (oftentimes with railroading) that they're more concerned with pulling off the edgy moment that good storytelling drops by the wayside. Writer: The Ten-Towns were all destroyed by the dragon because of the choice you made. PCs: You realize that none of the information presented made chasing the dragon a logical choice? Writer: I'm sorry, I can't hear you because I'm too busy laughing at the fact that your choices had consequences. Just like later in the adventure when they are presented with Auril's challenge and any attempt to progress forward through alternative means automatically fails by writer fiat, with the added kicker that any resources used are lost as well (because the writer is pouty, and you WILL face a moral dilemma dangit). In Curse of Strahd, there's the part where you have a chance to save Ireena and free her from Strahd but the adventure goes out of its way to trick the PCs into making the "wrong" choice, and then rubs it in their faces because now Ireena is doomed forever. Doomed! In Dragon Heist, there's the explicit text that if the PCs ever get smart and come up with a solution to acquire the macguffin in a way not written, it mind-controls them and forces them to drop it so they can get back on the railroad tracks. Essentially, whenever some parts of these adventures start taking a more gleeful, snickering and/or railroading approach to forcing the PCs to suffer consequences for some of their "choices", I tend to look at these passages rather cautiously. [/QUOTE]
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