CruelSummerLord said:On another gaming website a few years ago, I read a post by a DM who told how he had read the combined Slavers modules (all four modules included in one booklet), and how the plot required the players to be captured, wtihout giving them any chance at all to escape capture. He noted how the Slavers would go out of their way to destroy the PCs' most cherished heirlooms and their most precious possessions. It's supposed to motivate the PCs and get them mad at the Slavers, but the DM concluded that it would only make them mad at him. It's important to note that these aren't just their most powerful magical goodies; role-playing trinkets that might be worthless in-game but are still very important to the PCs, such as pictures of loved ones, family crests, and other things like that would be destroyed just to distress the PCs.
He panned the module and IIRC decided not to run it as written, since he thought the players should at least have a chance to evade capture and be able to keep their precious treasures, especially the ones that mean a lot to them.
Unfortunately, that fits my experiences, too. It doesn't matter much, though, since I mostly don't use much of the plots as written. Instead I create my own story and just use the (adapted) settings/locations/encounters.Doug McCrae said:Why is this so common? As far as I can tell about 98% of published adventures with plots suck due to railroading.
CruelSummerLord said:On another gaming website a few years ago, I read a post by a DM who told how he had read the combined Slavers modules (all four modules included in one booklet), and how the plot required the players to be captured, wtihout giving them any chance at all to escape capture. He noted how the Slavers would go out of their way to destroy the PCs' most cherished heirlooms and their most precious possessions. It's supposed to motivate the PCs and get them mad at the Slavers, but the DM concluded that it would only make them mad at him. It's important to note that these aren't just their most powerful magical goodies; role-playing trinkets that might be worthless in-game but are still very important to the PCs, such as pictures of loved ones, family crests, and other things like that would be destroyed just to distress the PCs.
Lorthanoth said:I really would like to run Rogue Mistress but I think it might be a good idea with fresh characters that the players aren't attached to, and warn them... "You won't like the first part"
Or... maybe the implantation is a really good spur to adventure? After all, aren't all hooks 'railroads'? I'm undecided.