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You're doing what? Surprising the DM
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<blockquote data-quote="N'raac" data-source="post: 6107973" data-attributes="member: 6681948"><p>I've lost track of the quotes, however it struck my this morning that it seems a bit ironic to hear Hussar's distaste for any possible negative consequence arising from activity where he was not permitted to influence the results and avoid those negative consequences. An example would be the possibility that one or more of his hired thugs might be less than 100% loyal to their brief employers.</p><p></p><p>Yet the only reason Hussar wanted to hire these thugs, and the reason it was so important to him that this hiring be resolved so quickly, was to get back to a specific scene he had invested with such importance that any distraction or delay had become unconsionable, being Vengeance Against the Grell.</p><p></p><p>And why did Hussar place such importance in Vengeance Against the Grell? Because it had defeated his PC's, and killed one of them. I'd say the death of a PC ranks pretty high up there on the "negative consequences" chart, yet it lead to one of only two scenes Hussar seems to really remember from the campaign in question, and the only one he seems to rememer positively. </p><p></p><p>Is it possible that a negative result arising from less than ideal mercenary suggestions, far from being a negative to the campaign, could have lead to further scenes in which the players were emotionally invested and engaged? I don't like the idea of one of them cutting throats in the night (we already have a recent scene inspired by a PC death), but one of those mercenaries deciding to lift some previous item, or cause other problems for the PC's? Sure. Why, that might lead to a similarly great investment in "Vengeance Against the Disloyal Hireling", rather than "we go back to what we were doing", which obviously wasn't engaging enough to stir any real memories, since requests for specifics of "what we were doing" have been ignored consistently.</p><p></p><p>It seems to me that a game focused on compartmentalized scenes (nothing is permitted to intrude on our GrellQuest until we have wreaked our vengeance; we want to get to City B, so no scene short of arrival at City B should be considered) would be very episodic in nature, more so than even the previously noted "play from one published module to the next" campaigns many gamers have experienced. Is that episodic structure more consistent with what you're looking for, [MENTION=22779]Hussar[/MENTION]? It strikes me as having the potential to be viewed as a series of smaller campaigns with recurring characters, such that the completion of each scenario could be viewed as "closure", avoiding that "it just trailed off and never got the payoff" feeling you have expressed disappointment with.</p></blockquote><p></p>
[QUOTE="N'raac, post: 6107973, member: 6681948"] I've lost track of the quotes, however it struck my this morning that it seems a bit ironic to hear Hussar's distaste for any possible negative consequence arising from activity where he was not permitted to influence the results and avoid those negative consequences. An example would be the possibility that one or more of his hired thugs might be less than 100% loyal to their brief employers. Yet the only reason Hussar wanted to hire these thugs, and the reason it was so important to him that this hiring be resolved so quickly, was to get back to a specific scene he had invested with such importance that any distraction or delay had become unconsionable, being Vengeance Against the Grell. And why did Hussar place such importance in Vengeance Against the Grell? Because it had defeated his PC's, and killed one of them. I'd say the death of a PC ranks pretty high up there on the "negative consequences" chart, yet it lead to one of only two scenes Hussar seems to really remember from the campaign in question, and the only one he seems to rememer positively. Is it possible that a negative result arising from less than ideal mercenary suggestions, far from being a negative to the campaign, could have lead to further scenes in which the players were emotionally invested and engaged? I don't like the idea of one of them cutting throats in the night (we already have a recent scene inspired by a PC death), but one of those mercenaries deciding to lift some previous item, or cause other problems for the PC's? Sure. Why, that might lead to a similarly great investment in "Vengeance Against the Disloyal Hireling", rather than "we go back to what we were doing", which obviously wasn't engaging enough to stir any real memories, since requests for specifics of "what we were doing" have been ignored consistently. It seems to me that a game focused on compartmentalized scenes (nothing is permitted to intrude on our GrellQuest until we have wreaked our vengeance; we want to get to City B, so no scene short of arrival at City B should be considered) would be very episodic in nature, more so than even the previously noted "play from one published module to the next" campaigns many gamers have experienced. Is that episodic structure more consistent with what you're looking for, [MENTION=22779]Hussar[/MENTION]? It strikes me as having the potential to be viewed as a series of smaller campaigns with recurring characters, such that the completion of each scenario could be viewed as "closure", avoiding that "it just trailed off and never got the payoff" feeling you have expressed disappointment with. [/QUOTE]
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