Posted by Jer at 5:53 PM on
Thursday, May 17, 2007
Sigh.
No matter how well you think you know your group, they always manage to surprise you.
Last night, in only the second session of what I thought would be a four-session adventure, my players short-circuited the entire plot and brought the adventure to its conclusion about two sessions earlier than I expected.
Maybe they're just too suspicious -- no matter how much I tried to make the wizard living in the tower at the center of the village seem like an innocuous, absent-minded, "Dumbledore"-type, they still (correctly) suspected that he was the actual bad guy. They picked up the clues about the threat to the village much quicker that I thought, solving that mystery in only one encounter.
Kudos to my players, though, they did it fair and square. I underestimated their cynicism a bit, I think. Additionally, I think I haven't had enough genuinely "helpful" NPCs around -- they were looking for the kindly wizard to stab them in the back I think partly because there just haven't been that many "kindly" folks around in the campaign. On top of that, I think I tipped my hand a bit early with the NPC spy that was tagging along with the group, but given how their proposed actions I'm not sure I could have done it any other way.
We're going to be doing a short dungeon crawl next, followed (hopefully) by a larger running campaign adventure. I need to meditate about the lessons of last night's game to make sure that the upcoming campaign adventure is as entertaining as it can be.
No matter how well you think you know your group, they always manage to surprise you.
Last night, in only the second session of what I thought would be a four-session adventure, my players short-circuited the entire plot and brought the adventure to its conclusion about two sessions earlier than I expected.
Maybe they're just too suspicious -- no matter how much I tried to make the wizard living in the tower at the center of the village seem like an innocuous, absent-minded, "Dumbledore"-type, they still (correctly) suspected that he was the actual bad guy. They picked up the clues about the threat to the village much quicker that I thought, solving that mystery in only one encounter.
Kudos to my players, though, they did it fair and square. I underestimated their cynicism a bit, I think. Additionally, I think I haven't had enough genuinely "helpful" NPCs around -- they were looking for the kindly wizard to stab them in the back I think partly because there just haven't been that many "kindly" folks around in the campaign. On top of that, I think I tipped my hand a bit early with the NPC spy that was tagging along with the group, but given how their proposed actions I'm not sure I could have done it any other way.
We're going to be doing a short dungeon crawl next, followed (hopefully) by a larger running campaign adventure. I need to meditate about the lessons of last night's game to make sure that the upcoming campaign adventure is as entertaining as it can be.
Labels: dungeons and dragons, players are funny
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