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When the Session goes Pear Shaped
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<blockquote data-quote="malkav666" data-source="post: 5063851" data-attributes="member: 70565"><p>My worst mistakes involved homebrew riddles and puzzles. I realized very shortly that I just don't reason things out like my players, and what makes sense to me, and what conclusions I draw are not necessarily the same as where my players arrive at.</p><p></p><p>I have been gaming with the same folks for about 15 years now, and the awful riddle session still comes up in jest. I still use riddles and puzzles, but never again have I made the adventures progress hinge on one of them. I also let them get clues and such by rolling their skills, and tend to include additional clues in or around the adventure site that contains said riddle or puzzle.</p><p></p><p>As far as overpowering the players. The second campaign I ever ran with them was a straight sandbox, where many of the random things they ran into were too much for them. They learned in that game that sometimes you can take down something that is technically too big for you, not to shrug off encounters that were too easy (free exp), and when things start to go bad, there is no shame in running. After a few wipes in that campaign my players learned to run if they thought they would lose. Even though I tend to structure most of the campaigns I have run since (instead of sandbox elements where certain areas they may travel through are way too big for them), they still to this day will discuss fleeing if things look grim. Sometimes they flee, sometimes they take a stand and win, sometimes they take a stand and eat floor. But by this point in time they are aware of fleeing as an option so when they stay , they no they may lose and arent usually mad about it.</p><p></p><p>love,</p><p></p><p>malkav</p></blockquote><p></p>
[QUOTE="malkav666, post: 5063851, member: 70565"] My worst mistakes involved homebrew riddles and puzzles. I realized very shortly that I just don't reason things out like my players, and what makes sense to me, and what conclusions I draw are not necessarily the same as where my players arrive at. I have been gaming with the same folks for about 15 years now, and the awful riddle session still comes up in jest. I still use riddles and puzzles, but never again have I made the adventures progress hinge on one of them. I also let them get clues and such by rolling their skills, and tend to include additional clues in or around the adventure site that contains said riddle or puzzle. As far as overpowering the players. The second campaign I ever ran with them was a straight sandbox, where many of the random things they ran into were too much for them. They learned in that game that sometimes you can take down something that is technically too big for you, not to shrug off encounters that were too easy (free exp), and when things start to go bad, there is no shame in running. After a few wipes in that campaign my players learned to run if they thought they would lose. Even though I tend to structure most of the campaigns I have run since (instead of sandbox elements where certain areas they may travel through are way too big for them), they still to this day will discuss fleeing if things look grim. Sometimes they flee, sometimes they take a stand and win, sometimes they take a stand and eat floor. But by this point in time they are aware of fleeing as an option so when they stay , they no they may lose and arent usually mad about it. love, malkav [/QUOTE]
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