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When a great session goes awry.
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<blockquote data-quote="Nellisir" data-source="post: 1752511" data-attributes="member: 70"><p>No problem. If I were you, I'd be considering a few things: villains need to sleep too (giving PCs a chance to escape or rescue); the villains maybe ought to have a few henchmen around; the gnome issue seems to be delayed but not terminated; the PC that "really doesn't want to be with the rest of the group" ought to either a) leave, b) find a reason to stay with the group, or c) have his "comfort zone" rearranged, driving him back to the group (I'll bet a few nights alone on the streets of an orcish city, surrounded by thugs, beggers, and gangs, and wanted by the officials, is a real eye-opener about the value of friends and allies).</p><p></p><p>Don't look at the climactic fight as ruined. You've got a better opportunity now. Of the 3 NPCs, 1 is dead. It sounds like they're part of a larger group, so having 1 of the remaining two get reassigned or have to report in is viable. That leaves one to lurk around and leap out at the final moment, into a great big fight. The injury and humiliation they've already suffered at his/er hands ought to really bug the PCs, and if they're concerned about getting it handed to them again, play up the many vs one angle.</p><p></p><p>The only advice I'd offer is as a DM. I assume the PCs will always end up fighting, and I always try to keep the immediate villains a reasonable but not overwhelming threat -- otherwise the PCs get into a fight with the uber-villains, and I have either a TPK/capture or a forced deus ex machina. The important higher-level villains might make brief cameos -- showing up to gloat if the PCs are captured, or threatening them just outside the king's throne room (where the PCs are unarmed and surrounded by royal guardsmen), but if the villain(s) can make total rubble out of the PCs, then they don't show up for prolonged interaction.</p><p></p><p>Good luck!</p><p>Nell.</p></blockquote><p></p>
[QUOTE="Nellisir, post: 1752511, member: 70"] No problem. If I were you, I'd be considering a few things: villains need to sleep too (giving PCs a chance to escape or rescue); the villains maybe ought to have a few henchmen around; the gnome issue seems to be delayed but not terminated; the PC that "really doesn't want to be with the rest of the group" ought to either a) leave, b) find a reason to stay with the group, or c) have his "comfort zone" rearranged, driving him back to the group (I'll bet a few nights alone on the streets of an orcish city, surrounded by thugs, beggers, and gangs, and wanted by the officials, is a real eye-opener about the value of friends and allies). Don't look at the climactic fight as ruined. You've got a better opportunity now. Of the 3 NPCs, 1 is dead. It sounds like they're part of a larger group, so having 1 of the remaining two get reassigned or have to report in is viable. That leaves one to lurk around and leap out at the final moment, into a great big fight. The injury and humiliation they've already suffered at his/er hands ought to really bug the PCs, and if they're concerned about getting it handed to them again, play up the many vs one angle. The only advice I'd offer is as a DM. I assume the PCs will always end up fighting, and I always try to keep the immediate villains a reasonable but not overwhelming threat -- otherwise the PCs get into a fight with the uber-villains, and I have either a TPK/capture or a forced deus ex machina. The important higher-level villains might make brief cameos -- showing up to gloat if the PCs are captured, or threatening them just outside the king's throne room (where the PCs are unarmed and surrounded by royal guardsmen), but if the villain(s) can make total rubble out of the PCs, then they don't show up for prolonged interaction. Good luck! Nell. [/QUOTE]
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