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your penalty for character death
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<blockquote data-quote="Celebrim" data-source="post: 5635596" data-attributes="member: 4937"><p>Without getting into the DM's other issues, this is the danger of an inflexible adventure path. If you treat adventure paths as being utterly inflexible, then PC death derails them. Therefore, the tendency of an AP is to either encourage PC's as disposable and easily replacable commodities (typical 3e era solution), or you make PC death essentially impossible (the official solution in DL frex) or else you get in the situation you describe.</p><p></p><p>If you are going to DM an adventure path, you have to build in some flexibility. In the case of an adventure like RttToH, if you find party resources lagging what they need to be to push forward into the grind, you need to develop some sidequests and sidetracks where the party can face problems closer to its level of ability before returning to the main plot. In other words, you need to set your AP within a sandbox to compensate for the problems inherent in AP play. (Likewise, there are times you want to put an AP in a sandbox to compensate for issues in sandbox play.)</p><p></p><p>I find its pretty much inevitable that if death carries no penalty, that you end up with some sort of metagaming, whether its 'mound of dead bards', 'zerg rush', 'suicide looting', or 'reincarnated serial psychopaths'. I also find that addressing in game issues as if they were out of game issues tends to be escalating the problem and not descalating them.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5635596, member: 4937"] Without getting into the DM's other issues, this is the danger of an inflexible adventure path. If you treat adventure paths as being utterly inflexible, then PC death derails them. Therefore, the tendency of an AP is to either encourage PC's as disposable and easily replacable commodities (typical 3e era solution), or you make PC death essentially impossible (the official solution in DL frex) or else you get in the situation you describe. If you are going to DM an adventure path, you have to build in some flexibility. In the case of an adventure like RttToH, if you find party resources lagging what they need to be to push forward into the grind, you need to develop some sidequests and sidetracks where the party can face problems closer to its level of ability before returning to the main plot. In other words, you need to set your AP within a sandbox to compensate for the problems inherent in AP play. (Likewise, there are times you want to put an AP in a sandbox to compensate for issues in sandbox play.) I find its pretty much inevitable that if death carries no penalty, that you end up with some sort of metagaming, whether its 'mound of dead bards', 'zerg rush', 'suicide looting', or 'reincarnated serial psychopaths'. I also find that addressing in game issues as if they were out of game issues tends to be escalating the problem and not descalating them. [/QUOTE]
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