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*Pathfinder & Starfinder
The short adventure fallacy / Prison of the Hated Pretender play report
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<blockquote data-quote="redrick" data-source="post: 6676043" data-attributes="member: 6777696"><p>Haha, thanks. I think the point I was trying to make, before I got a bit carried away recapping the session to myself, was that, ironically, "short" adventures always seem to take the longest to run, and the more I trim down on the amount of "adventure" I plan, the more time it actually takes to get into the adventure. Which isn't to say that there's necessarily anything wrong with that — as I said, I enjoyed the session a great deal, and I think most of the players did as well. The best part of adventures are almost always the parts that you don't quite plan for, and this certainly stayed true to that.</p><p></p><p>But I'm not going to worry about trying to run tight little adventures with a neat ending anymore. Because, at least for me, it's impossible. I might as well just run my next short one-shot in Rappan-Athuk.</p><p></p><p>Our previous two sessions were in another OSR adventure — The Halls of the Toad King. Just two PCs. They spent 90% of the adventure in the area of the "guest house"/prison. It was a total blast. One of the prisoners had lost his memory when he adventured somewhere he shouldn't have. Every time the PCs snuck out, got into trouble and killed a toad-person (you know how things go in the dungeon), they managed to convince this amnesiac that he had committed the crime. Before what became the final near-death combat, the rogue gave Amnesiac a dagger, and the cleric prayed to his former evil deity (recovering Evil cleric trying to go Neutral) to send Amnesiac visions of darkness and destruction. He had a better turn of phrase for it. As the PCs staggered their way back over the remnants of their failed break-in into the throne room, they found Amnesiac crouching over one of the toad-people they had killed, sobbing, and repeatedly stabbing the toad in the throat. They climbed back into their straw pallets, locked the gate, and woke up the next morning to the toad-people dragging Amnesiac away (presumably to be fed to the toad-spawn.) "That got metal in a hurry," said the cleric in recovery.</p><p></p><p>You can't plan for that stuff ahead of time. But it was, in its own way, all right there in the adventure.</p></blockquote><p></p>
[QUOTE="redrick, post: 6676043, member: 6777696"] Haha, thanks. I think the point I was trying to make, before I got a bit carried away recapping the session to myself, was that, ironically, "short" adventures always seem to take the longest to run, and the more I trim down on the amount of "adventure" I plan, the more time it actually takes to get into the adventure. Which isn't to say that there's necessarily anything wrong with that — as I said, I enjoyed the session a great deal, and I think most of the players did as well. The best part of adventures are almost always the parts that you don't quite plan for, and this certainly stayed true to that. But I'm not going to worry about trying to run tight little adventures with a neat ending anymore. Because, at least for me, it's impossible. I might as well just run my next short one-shot in Rappan-Athuk. Our previous two sessions were in another OSR adventure — The Halls of the Toad King. Just two PCs. They spent 90% of the adventure in the area of the "guest house"/prison. It was a total blast. One of the prisoners had lost his memory when he adventured somewhere he shouldn't have. Every time the PCs snuck out, got into trouble and killed a toad-person (you know how things go in the dungeon), they managed to convince this amnesiac that he had committed the crime. Before what became the final near-death combat, the rogue gave Amnesiac a dagger, and the cleric prayed to his former evil deity (recovering Evil cleric trying to go Neutral) to send Amnesiac visions of darkness and destruction. He had a better turn of phrase for it. As the PCs staggered their way back over the remnants of their failed break-in into the throne room, they found Amnesiac crouching over one of the toad-people they had killed, sobbing, and repeatedly stabbing the toad in the throat. They climbed back into their straw pallets, locked the gate, and woke up the next morning to the toad-people dragging Amnesiac away (presumably to be fed to the toad-spawn.) "That got metal in a hurry," said the cleric in recovery. You can't plan for that stuff ahead of time. But it was, in its own way, all right there in the adventure. [/QUOTE]
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The short adventure fallacy / Prison of the Hated Pretender play report
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