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[ZEITGEIST] The Continuing Adventures of Korrigan & Co.
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<blockquote data-quote="gideonpepys" data-source="post: 7153346" data-attributes="member: 79141"><p>Absolutely. Although in fairness to the players, the conversation with Macbannin had gone on for well over an hour by this point. And what better way of convincing someone that you're on their side than handing them an unexploded bomb?</p><p></p><p>The 'exit strategy' section was funny because it emerged that the players had <em>no idea</em> how they would get off the island in the event of discovery. This is one of those situations where, as DM, you have to take into account the disconnect between players and their characters (in the sense that there are some things that the character would not and could not have realistically forgotten), and in my case (in this instance) accept responsibility for your own role in that disconnect: My approach to <em>Schism</em> has been even more episodic/cinematic than normal. Especially after the players aced both the International Manhunt and Knutpara expedition, taking just four sessions to complete Acts One & Two. All of a sudden we were in with a shot of finishing the adventure before our two-month summer break! (When I had previously assumed we would be finishing partway through - maybe having only just reached the convocation.)</p><p></p><p>Rather than waste time on details I hand-waved the fitting room (covering that in an email) and completely skipped the planning stage so as to jump straight to the immediate aftermath of the Teaser. So when Macbannin asked how they planned to get out of there - and the group had forgotten about the <em>communication rings</em> and the <em>fey portal pad</em> - I decided not to hold it against them. We just retroactively planned what contingencies they would have put in place had the opportunity been afforded to them!</p><p></p><p>The only downside was that it gave them an inkling that things were about to go pear-shaped...</p></blockquote><p></p>
[QUOTE="gideonpepys, post: 7153346, member: 79141"] Absolutely. Although in fairness to the players, the conversation with Macbannin had gone on for well over an hour by this point. And what better way of convincing someone that you're on their side than handing them an unexploded bomb? The 'exit strategy' section was funny because it emerged that the players had [I]no idea[/I] how they would get off the island in the event of discovery. This is one of those situations where, as DM, you have to take into account the disconnect between players and their characters (in the sense that there are some things that the character would not and could not have realistically forgotten), and in my case (in this instance) accept responsibility for your own role in that disconnect: My approach to [I]Schism[/I] has been even more episodic/cinematic than normal. Especially after the players aced both the International Manhunt and Knutpara expedition, taking just four sessions to complete Acts One & Two. All of a sudden we were in with a shot of finishing the adventure before our two-month summer break! (When I had previously assumed we would be finishing partway through - maybe having only just reached the convocation.) Rather than waste time on details I hand-waved the fitting room (covering that in an email) and completely skipped the planning stage so as to jump straight to the immediate aftermath of the Teaser. So when Macbannin asked how they planned to get out of there - and the group had forgotten about the [I]communication rings[/I] and the [I]fey portal pad[/I] - I decided not to hold it against them. We just retroactively planned what contingencies they would have put in place had the opportunity been afforded to them! The only downside was that it gave them an inkling that things were about to go pear-shaped... [/QUOTE]
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[ZEITGEIST] The Continuing Adventures of Korrigan & Co.
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