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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: 6676663" data-attributes="member: 6777696"><p>Thanks for your thoughts!</p><p></p><p>First of all, I should say that my reference to any fallacies or mistakes in the above recap are entirely references to my own fallacies and my own mistakes. What I wrote was in no way meant to be a critique of the adventure as written, and, while I imagine one could make some fair criticisms, I'd say the adventure was great. I blame not the adventure itself, but rather my preconceived notion of a "short adventure" as a good solution for a one-session game.</p><p></p><p>At the end of the day, 90% of what we did in our session was exactly what I'd want to do in any D&D game. We had several first-time players at the table, and I feel we put a damn fine showing up for Dungeons & Dragons. All that futzing around, deciding which way to approach a given room (with monsters in it!) — I love that stuff! Sidequest to chop down Sasha's husband's vodka tree? Looking for ways to get out of combat? Having partial success, but still having to fight weird phantasmal pairs of glowing balls? Having a PC feel the threat of death? (We squeezed 3 combats into that session.) Readying an action to smash a door in the face of the pathetic undead creature as he runs towards it? I'm not saying that's all stuff to go down in D&D history, but it was a good solid session and I think everybody enjoyed themselves.</p><p></p><p>There were a few dull moments (there alway are), but the only real stain on the session was that we didn't finish the adventure. And that's where I said to myself, "wait, what I am learning from this is that I don't actually want to run tight adventures that can be finished in 3 hours, and we all end up having fun even if we know that we'll never get to The End." Dropping the PCs into fairly linear set of encounters that lead obviously from one to the other is all well and good, but I don't think it's really my thing. Not saying I couldn't afford to tighten up my game and look for places to remove pointless decision points, but just in order to keep the Fun moving. Not to keep the Adventure moving. If that makes any sense at all.</p><p></p><p>Anyway, I'll admit that I mostly just brought all of you along in my own journey of public self-discovery. And, again, thank you for your thoughts, certainly something to think about all the same.</p></blockquote><p></p>
[QUOTE="redrick, post: 6676663, member: 6777696"] Thanks for your thoughts! First of all, I should say that my reference to any fallacies or mistakes in the above recap are entirely references to my own fallacies and my own mistakes. What I wrote was in no way meant to be a critique of the adventure as written, and, while I imagine one could make some fair criticisms, I'd say the adventure was great. I blame not the adventure itself, but rather my preconceived notion of a "short adventure" as a good solution for a one-session game. At the end of the day, 90% of what we did in our session was exactly what I'd want to do in any D&D game. We had several first-time players at the table, and I feel we put a damn fine showing up for Dungeons & Dragons. All that futzing around, deciding which way to approach a given room (with monsters in it!) — I love that stuff! Sidequest to chop down Sasha's husband's vodka tree? Looking for ways to get out of combat? Having partial success, but still having to fight weird phantasmal pairs of glowing balls? Having a PC feel the threat of death? (We squeezed 3 combats into that session.) Readying an action to smash a door in the face of the pathetic undead creature as he runs towards it? I'm not saying that's all stuff to go down in D&D history, but it was a good solid session and I think everybody enjoyed themselves. There were a few dull moments (there alway are), but the only real stain on the session was that we didn't finish the adventure. And that's where I said to myself, "wait, what I am learning from this is that I don't actually want to run tight adventures that can be finished in 3 hours, and we all end up having fun even if we know that we'll never get to The End." Dropping the PCs into fairly linear set of encounters that lead obviously from one to the other is all well and good, but I don't think it's really my thing. Not saying I couldn't afford to tighten up my game and look for places to remove pointless decision points, but just in order to keep the Fun moving. Not to keep the Adventure moving. If that makes any sense at all. Anyway, I'll admit that I mostly just brought all of you along in my own journey of public self-discovery. And, again, thank you for your thoughts, certainly something to think about all the same. [/QUOTE]
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The short adventure fallacy / Prison of the Hated Pretender play report
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