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Story Hour
Sagiro's Story Hour: The FINAL Adventures of Abernathy's Company (FINISHED 7/3/14)
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<blockquote data-quote="Sagiro" data-source="post: 5394501" data-attributes="member: 726"><p>I hear what you're saying... but there has to be a limit to the enemy's power, or what's the point, right? I control all the dials. I could have the enemies "win" any time I want, for any reason. My job is to craft a campaign where the enemies <em>don't</em> have the wherewithal to arbitrarily thwart players' plans, or what's the point in playing?</p><p></p><p>Perhaps the problem was this: there's an unspoken agreement hanging over almost every aspect of the campaign, that when I present a challenge, and the players are both clever and thorough about taking it on, that there should be some way to allow them a victory. Otherwise, why did I give them the challenge in the first place?</p><p></p><p>The answer, perhaps, lies in how granular one wants to be about it. If one considers the challenge to be: "Save Praska by performing the ritual on Mokad," then I certainly did make victory possible. But the sub-challenge of "prevent the Black Circle from finding out what we're doing" turned out to be too difficult, <em>despite</em> clever and through solutions from the players. And the players don't really know (and have no way of knowing) what "zoom-level" they should be considering. </p><p></p><p>I certainly didn't feel at the time that my players were being petulant or unreasonable. I felt more like: "Oops. Yeah, I sure set the party up to fail at this sub-challenge, as a <em>part</em> of making the main challenge appropriately difficult. I'd be upset too."</p><p></p><p>As a side-note, I have no business throwing first-stones here. I nitpick at Piratecat all the time (in a good-natured way, of course! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />) looking for angles, things he's missed, and "wondering out loud" how the bad guys managed to hose us so badly again.</p></blockquote><p></p>
[QUOTE="Sagiro, post: 5394501, member: 726"] I hear what you're saying... but there has to be a limit to the enemy's power, or what's the point, right? I control all the dials. I could have the enemies "win" any time I want, for any reason. My job is to craft a campaign where the enemies [i]don't[/i] have the wherewithal to arbitrarily thwart players' plans, or what's the point in playing? Perhaps the problem was this: there's an unspoken agreement hanging over almost every aspect of the campaign, that when I present a challenge, and the players are both clever and thorough about taking it on, that there should be some way to allow them a victory. Otherwise, why did I give them the challenge in the first place? The answer, perhaps, lies in how granular one wants to be about it. If one considers the challenge to be: "Save Praska by performing the ritual on Mokad," then I certainly did make victory possible. But the sub-challenge of "prevent the Black Circle from finding out what we're doing" turned out to be too difficult, [i]despite[/i] clever and through solutions from the players. And the players don't really know (and have no way of knowing) what "zoom-level" they should be considering. I certainly didn't feel at the time that my players were being petulant or unreasonable. I felt more like: "Oops. Yeah, I sure set the party up to fail at this sub-challenge, as a [i]part[/i] of making the main challenge appropriately difficult. I'd be upset too." As a side-note, I have no business throwing first-stones here. I nitpick at Piratecat all the time (in a good-natured way, of course! ;)) looking for angles, things he's missed, and "wondering out loud" how the bad guys managed to hose us so badly again. [/QUOTE]
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