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Updated Adventure: Goblin Raiders
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<blockquote data-quote="Theory of Games" data-source="post: 9609201" data-attributes="member: 7042201"><p>Players with a playstyle that enjoys talking to NPCs would probably enjoy this encounter, while more combat/adventure-focused players might not. The adventure seems to be a nice introduction module for new Gamemasters as well as new players.</p><p></p><p>The written suggestions a GM could offer the players doesn't include, "Do you want to ignore the old man and move on?" Players should know they have that option, otherwise they could feel forced to engage in the encounter, which violates their agency.</p><p></p><p>If the players can find the trail no matter what they roll, why are they rolling? Just make the trail obvious. The GM should never call for a roll unless they're prepared for the players to fail, taking the adventure in whatever direction failure leads. Failure can be interesting with a well-designed adventure. This pointless rolling continues with the cellar doors encounter. <em>Just let them open the door</em> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> It doesn't need to be a challenge worth rolling dice over.</p><p></p><p>The only challenge I'd have them roll for would be detecting and disarming traps. If they fail, it goes off causing X amount of damage to whoever is closest to the device, then the party moves on.</p><p></p><p>When the party reaches the goblins, get a combat encounter going so the players, especially the players who enjoy combat, can test those rules. Combat is one of the most meaningful things players can do with their characters, hence the popularity of it in ttrpg games.</p><p></p><p>Overall it seems like a fun adventure, if you remove most of the rolls and just let the players do things via ROLEPLAY instead of ROLLPLAY. Very nice art, as well <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f44d.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt="(y)" title="Thumbs up (y)" data-smilie="22"data-shortname="(y)" /></p></blockquote><p></p>
[QUOTE="Theory of Games, post: 9609201, member: 7042201"] Players with a playstyle that enjoys talking to NPCs would probably enjoy this encounter, while more combat/adventure-focused players might not. The adventure seems to be a nice introduction module for new Gamemasters as well as new players. The written suggestions a GM could offer the players doesn't include, "Do you want to ignore the old man and move on?" Players should know they have that option, otherwise they could feel forced to engage in the encounter, which violates their agency. If the players can find the trail no matter what they roll, why are they rolling? Just make the trail obvious. The GM should never call for a roll unless they're prepared for the players to fail, taking the adventure in whatever direction failure leads. Failure can be interesting with a well-designed adventure. This pointless rolling continues with the cellar doors encounter. [I]Just let them open the door[/I] :) It doesn't need to be a challenge worth rolling dice over. The only challenge I'd have them roll for would be detecting and disarming traps. If they fail, it goes off causing X amount of damage to whoever is closest to the device, then the party moves on. When the party reaches the goblins, get a combat encounter going so the players, especially the players who enjoy combat, can test those rules. Combat is one of the most meaningful things players can do with their characters, hence the popularity of it in ttrpg games. Overall it seems like a fun adventure, if you remove most of the rolls and just let the players do things via ROLEPLAY instead of ROLLPLAY. Very nice art, as well (y) [/QUOTE]
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