Crothian said:
You know, that's like when I tell my sister that I just left my food on the table and it's the dog's fault the dog jumped on the table to get the food. Sure, I didn't force the dog to do that but 9 times out of ten you leave food where the dog can get it, the dog will get it.
I think 9 times out of 10 if you tell the PCs the adventure is down the sewers, they go down the sewers.
Heh... Indeed, but you're assuming that the DM has stated or implied in some fashion that "This is the module, deal with it," as if it's a linear 8-bit Final Fantasy campaign. I didn't get that feeling from the OP or any subsequent posts. They had options, as was proven by the paladin going off to buy gear.
What I
did sense was the notion that the players weren't really interested in exploring the town, gathering information, or, really, role-playing. They saw the sewer, saw the bodies, their blood rose, they gave each other that knowing look
![Devious :] :]](http://www.enworld.org/forum/images/smilies/devious.png)
, and plunged brazenly into the sewer expecting a cake walk. After seeing the state of the corpses (weapons still sheathed, etc.), level 3 players should have thought twice before entering at partial strength, with no paladin, and no real idea of what they faced.
Why didn't the players decide to ask around town about other possible disappearances? Perhaps a sage or two, a skilled hunter/ranger, or a nearby tavern would clue the PCs into the fact that they're in over their heads with this scourge of the sewers.
And is it the DMs fault for not offering those options? I don't think so. How can one DM dream up every possible scenario? The players have to actually
play the game, or it's basically the DM doing everything, and then it becomes the DM's fault if players die...
But shouldn't the players play their own characters and make decisions for themselves? The answer
should be obvious.