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<blockquote data-quote="SparqMan" data-source="post: 5462359" data-attributes="member: 77624"><p>First off, I should add that my players are three of my best friends. The risk of them quitting to seek another game is zero, but the value of establishing weight to their actions is important. Out of three, only one player has deep RPG/D&D experience back in 2e, so he's used to rolling up new PCs at the drop of a hat.</p><p></p><p>During the week, he player responsible for instigating this entire scenario by spooking the Orc sentries sent out a humorous in-character email apologizing for his rash behavior as an inexperienced hafling sorcrerer still learning what it takes to be an adventurer (his previous PC died as a result of an unfortunate rope climbing incident). It was a good ice breaker after one of the other players (the newest to RPGs) was pretty upset by the outcome of their group follies. She (writing back in character) apologized for her dire behavior and suggested that if it was their time to go, she was prepared to die fighting by their sides.</p><p></p><p>At this juncture I see no plot/play/experience value in just running the encounters as planned and killing the PCs. If this had been an important plot-related adventure, rather than an in-between one, I would strongly consider their deaths to help enhance the BBEG/plot but the link would be even more unbelievable than a "deus ex machina".</p><p></p><p>Even a rescue mission with new PCs would feel out of place because they are far from their friends and base. With two days having passed, the Dwarf Prince who sent them could stumble upon another group of adventurers and that could form the rescue, but it would be a lot of work to roll up new characters for two encounters, and using pregens from me would tip them off that this was equally temporary. And if they are going to roll new PCs, I'd rather take the opportunity to switch gears in the campaign and pull them into another aspect of the story arcs.</p><p></p><p>My plan is to have a brief discussion at the start of today's session. I'm going to be frank about the topics discussed here; I do not want them to feel like the DM is going to save their collective asses at every turn and that while this particular encounter may have been very difficult they should not assume that I'm simply going to run them through a 3-encounter adventure every week. They need to be wise about when to run and when to fight -- and when they run, where best to run.</p><p></p><p>I'll then recap the scenario, present options before them and collectively decide. It's as much their game as it is mine.</p><p></p><p>1) Continue with their current PCs. There will be costs to pay.</p><p>>>I will nerf the follow up encounter and allow the heroes into the protection ritual. There they will be able to perform a ritual to Moradin and Torog (added bonus that they HATE Torog) to sacrifice magical items and regain healing surges based on success rolls. I liked the idea about about the spirit of a Shadowed Chain cleric, so I may introduce that as well.</p><p></p><p>2) End this chapter and cut away to new heroes fighting for the same cause.</p><p>>>The heroes are captured by the Orcs and eventually Stonefang breaks free. We treat this as a cliffhanger season finale and then spend the session generating new PCs and setting them up to continue the general fight.</p><p></p><p>3) We call this campaign quits for awhile and start up a new one.</p><p>>>This isn't unappealing to me, since I did a terrible job in my first romp as DM and would love to apply my lessons learned already. I'd also be happy to hand the reins to one of the other players, two of which already had campaigns in progress that puttered out.</p><p></p><p>I appreciate everyone's input. I will let you all know how it goes.</p></blockquote><p></p>
[QUOTE="SparqMan, post: 5462359, member: 77624"] First off, I should add that my players are three of my best friends. The risk of them quitting to seek another game is zero, but the value of establishing weight to their actions is important. Out of three, only one player has deep RPG/D&D experience back in 2e, so he's used to rolling up new PCs at the drop of a hat. During the week, he player responsible for instigating this entire scenario by spooking the Orc sentries sent out a humorous in-character email apologizing for his rash behavior as an inexperienced hafling sorcrerer still learning what it takes to be an adventurer (his previous PC died as a result of an unfortunate rope climbing incident). It was a good ice breaker after one of the other players (the newest to RPGs) was pretty upset by the outcome of their group follies. She (writing back in character) apologized for her dire behavior and suggested that if it was their time to go, she was prepared to die fighting by their sides. At this juncture I see no plot/play/experience value in just running the encounters as planned and killing the PCs. If this had been an important plot-related adventure, rather than an in-between one, I would strongly consider their deaths to help enhance the BBEG/plot but the link would be even more unbelievable than a "deus ex machina". Even a rescue mission with new PCs would feel out of place because they are far from their friends and base. With two days having passed, the Dwarf Prince who sent them could stumble upon another group of adventurers and that could form the rescue, but it would be a lot of work to roll up new characters for two encounters, and using pregens from me would tip them off that this was equally temporary. And if they are going to roll new PCs, I'd rather take the opportunity to switch gears in the campaign and pull them into another aspect of the story arcs. My plan is to have a brief discussion at the start of today's session. I'm going to be frank about the topics discussed here; I do not want them to feel like the DM is going to save their collective asses at every turn and that while this particular encounter may have been very difficult they should not assume that I'm simply going to run them through a 3-encounter adventure every week. They need to be wise about when to run and when to fight -- and when they run, where best to run. I'll then recap the scenario, present options before them and collectively decide. It's as much their game as it is mine. 1) Continue with their current PCs. There will be costs to pay. >>I will nerf the follow up encounter and allow the heroes into the protection ritual. There they will be able to perform a ritual to Moradin and Torog (added bonus that they HATE Torog) to sacrifice magical items and regain healing surges based on success rolls. I liked the idea about about the spirit of a Shadowed Chain cleric, so I may introduce that as well. 2) End this chapter and cut away to new heroes fighting for the same cause. >>The heroes are captured by the Orcs and eventually Stonefang breaks free. We treat this as a cliffhanger season finale and then spend the session generating new PCs and setting them up to continue the general fight. 3) We call this campaign quits for awhile and start up a new one. >>This isn't unappealing to me, since I did a terrible job in my first romp as DM and would love to apply my lessons learned already. I'd also be happy to hand the reins to one of the other players, two of which already had campaigns in progress that puttered out. I appreciate everyone's input. I will let you all know how it goes. [/QUOTE]
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