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General Tabletop Discussion
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Which of these possible endings do you prefer to see in every published adventure *as written*?
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<blockquote data-quote="Bacon Bits" data-source="post: 8934525" data-attributes="member: 6777737"><p>It somewhat depends, but in general I like when adventures sketch out the intended results when the PCs are completely successful, when they're partially successful but did not fail, and when they fail at their primary task. This often comes under a heading of "Wrapping Up" or "Future Hooks" or even part of an extended plot or direct follow-up adventure. It may need elaboration, but often it won't.</p><p></p><p>Imagine you were running a SW4-1: A New Hope module. I could imagine:</p><ul> <li data-xf-list-type="ul"><strong>Good.</strong> If the PCs manage to deliver the hidden Death Star plans to the Rebellion, rescue the Leia, and prevent the Death Star from destroying the core of the Rebellion on Yavin IV, they have won. If they also managed to win the Battle of Yavin, they are richly rewarded by the Rebellion (in addition to the Rebellion's rewards for rescuing Lady Leia and/or recovering the Death Star plans)! Assuming the party is on good terms with Leia and the other leaders, the Rebellion will also be interested in the PCs for future adventures, and would eagerly encourage them to join the Rebellion for mutual protection. If the Death Star is destroyed or incapacitated, then the Rebellion will allow any surviving former Jedi in the party to begin a new Jedi Temple under the protection of the Rebellion. If Sith Vader is somehow killed, Jedi characters know it's only a matter of time before another Sith rises to the Emperor's side.</li> <li data-xf-list-type="ul"><strong>Mixed.</strong> If the PCs failed to recover the Death Star plans but successfully warn the Rebellion to abandon the base at Yavin, the Rebellion survives but may be in very dire circumstances. The Rebellion will still be interested in the PC's help and will protect them, but now it's out of desperation rather than admiration! The Rebellion will go into hiding at another hidden base (see SW5-1: Ice Base Hoth for an example hidden base) and will continue the fight to uncover the weakness of the Death Star.</li> <li data-xf-list-type="ul"><strong>Bad.</strong> If the PCs fail to rescue Lady Leia (or she's unable to speak) and then the PCs also don't remember to contact Biggs Darklighter (pp3-4) or Lando Calrissian (p4), then the PCs have no way to learn the location of the Rebels even if they have the Death Star plans. Similar problems may occur if the if the Death Star plans are lost, or if the PCs don't reach the Rebellion in time. Either way, the outcome is that the Rebel base on Yavin IV is destroyed. If the base is destroyed without evacuation, the Rebellion -- or this branch of it -- is totally crushed and scattered. The PCs themselves may need to evade Imperial forces, especially if Sith Vader recognized any former Jedi in the party.</li> </ul><p>I think it's useful to see how the author of the module imagines it might go and how things might go pear-shaped.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 8934525, member: 6777737"] It somewhat depends, but in general I like when adventures sketch out the intended results when the PCs are completely successful, when they're partially successful but did not fail, and when they fail at their primary task. This often comes under a heading of "Wrapping Up" or "Future Hooks" or even part of an extended plot or direct follow-up adventure. It may need elaboration, but often it won't. Imagine you were running a SW4-1: A New Hope module. I could imagine: [LIST] [*][B]Good.[/B] If the PCs manage to deliver the hidden Death Star plans to the Rebellion, rescue the Leia, and prevent the Death Star from destroying the core of the Rebellion on Yavin IV, they have won. If they also managed to win the Battle of Yavin, they are richly rewarded by the Rebellion (in addition to the Rebellion's rewards for rescuing Lady Leia and/or recovering the Death Star plans)! Assuming the party is on good terms with Leia and the other leaders, the Rebellion will also be interested in the PCs for future adventures, and would eagerly encourage them to join the Rebellion for mutual protection. If the Death Star is destroyed or incapacitated, then the Rebellion will allow any surviving former Jedi in the party to begin a new Jedi Temple under the protection of the Rebellion. If Sith Vader is somehow killed, Jedi characters know it's only a matter of time before another Sith rises to the Emperor's side. [*][B]Mixed.[/B] If the PCs failed to recover the Death Star plans but successfully warn the Rebellion to abandon the base at Yavin, the Rebellion survives but may be in very dire circumstances. The Rebellion will still be interested in the PC's help and will protect them, but now it's out of desperation rather than admiration! The Rebellion will go into hiding at another hidden base (see SW5-1: Ice Base Hoth for an example hidden base) and will continue the fight to uncover the weakness of the Death Star. [*][B]Bad.[/B] If the PCs fail to rescue Lady Leia (or she's unable to speak) and then the PCs also don't remember to contact Biggs Darklighter (pp3-4) or Lando Calrissian (p4), then the PCs have no way to learn the location of the Rebels even if they have the Death Star plans. Similar problems may occur if the if the Death Star plans are lost, or if the PCs don't reach the Rebellion in time. Either way, the outcome is that the Rebel base on Yavin IV is destroyed. If the base is destroyed without evacuation, the Rebellion -- or this branch of it -- is totally crushed and scattered. The PCs themselves may need to evade Imperial forces, especially if Sith Vader recognized any former Jedi in the party. [/LIST] I think it's useful to see how the author of the module imagines it might go and how things might go pear-shaped. [/QUOTE]
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Which of these possible endings do you prefer to see in every published adventure *as written*?
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