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<blockquote data-quote="Janx" data-source="post: 5518736" data-attributes="member: 8835"><p>I can't speak for Shaman. But I do know my own reasons for being highly adverse to using capture as a plot point.</p><p></p><p>What I see wrong with planning a capture is this:</p><p></p><ul> <li data-xf-list-type="ul">It leads to railroading behavior</li> <li data-xf-list-type="ul">It tends to remove player agency (the player is stuck until the GM offers an opportunity for release).</li> <li data-xf-list-type="ul">it really pisses off players</li> <li data-xf-list-type="ul">it tends to render certain classes useless</li> </ul><p></p><p>When subsequent event hinge on the party being captured, the GM may subconciously start to thwart valid means to avoid capture. Just so his adventure can move to the next stage.</p><p></p><p>Once the capture has succeeded, now what? The players are stuck until you reveal an opportunity for them to exploit. The wizard has no spells until they get them back, whereas the rogue still has full complement of abilities that are still useful.</p><p></p><p></p><p>While I liken my adventures to a TV show, the capture episodes are always low budget "bottle" episodes that crawl because the majority of it is things happening TO the players, rather than the players DOING things.</p><p></p><p>The only time I advocate using a capture, is to prevent a TPK. Primarily, the party's already pretty much lost, so wrap it up with a capture, and come back next week with the escape opportunities prepared and ready for the party to take advantage of. And then, take a page from Alias's book, and get the escape over in the first quarter, so you can get back to the rest of the adventure.</p></blockquote><p></p>
[QUOTE="Janx, post: 5518736, member: 8835"] I can't speak for Shaman. But I do know my own reasons for being highly adverse to using capture as a plot point. What I see wrong with planning a capture is this: [LIST] [*]It leads to railroading behavior [*]It tends to remove player agency (the player is stuck until the GM offers an opportunity for release). [*]it really pisses off players [*]it tends to render certain classes useless [/LIST] When subsequent event hinge on the party being captured, the GM may subconciously start to thwart valid means to avoid capture. Just so his adventure can move to the next stage. Once the capture has succeeded, now what? The players are stuck until you reveal an opportunity for them to exploit. The wizard has no spells until they get them back, whereas the rogue still has full complement of abilities that are still useful. While I liken my adventures to a TV show, the capture episodes are always low budget "bottle" episodes that crawl because the majority of it is things happening TO the players, rather than the players DOING things. The only time I advocate using a capture, is to prevent a TPK. Primarily, the party's already pretty much lost, so wrap it up with a capture, and come back next week with the escape opportunities prepared and ready for the party to take advantage of. And then, take a page from Alias's book, and get the escape over in the first quarter, so you can get back to the rest of the adventure. [/QUOTE]
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