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| #1KilanTolshiSep 19, 2014 10:20:38 | Not a big one, but it came up in the 4th "adventure' in our game. We are running AL compatible and during the adventure while questioning an NPC my character learned about 'bandits in the mountains'. Playing my character I would want to go take care of these bandits, but the module doesn't allow for this or have any other information. After the session ended we talked with the DM and he said he could run a casual game for us to take out the bandits, but that the casual game could not transfer into AL (xp and treasure gains would not be useable in an AL game). We actually stuck around and talked about it for 30 minutes... because a.) it was a clear sidequest that could be relevant to the module session (the bandits may have known who we were looking for, or where the 'item' he had came from etc.) b.) it is something that us players would actually be interested and willing to do. c.) this was almost our only real clue to continue the story ahead d.) the DM was actually interested in playing it as well, and was saddened to inform us it wouldn't count for AL.
Now I understand these modules are meant for short games (one hourish) but I feel as a player I'm getting ripped off. There's something declared in a mod setting that I would want to do but can't do (with staying in AL). The way I see it there are a few ways this issue can be fixed...
1.) take out any mention of obvious sidequests from modules. (i.e. no mention of bandits in the area) 2.) if an obvious sidequest comes up, but it isn't available in a module (yet) declare that the quest has already been cleared (i.e. town guard have just returned having routed the bandits... this was the explanation the DM used to say to our characters 'sorry for getting your hopes up', also possible that the town guard just close the roads and don't allow players to go out until the situation has been dealt with by them, etc.) 3.) put a 1-2 paragraph blurb in the module on the sidequest (i.e. 3-5 bandits, they know/have XX information, completion gives a bonus xp/treasure value of YY) 4.) have a set of 'side quest' modules tied to the 5 module adventure.
In my opinion option 4 is the best option, as it a.) gives character continuity and player choice. b.) is completely optional c.) can tie up loose story ends. d.) can count as another 1 hour session, side quest for returning players, actual game for new joins. e.) as a sidequest (optional) module for AL, it gives one more week of play for those who are actually playing weekly, reducing the time we'd wait for the next adventure/season to start. f.) IMPORTANT if this was the only information any of the players was able to successfully learn (we actually almost passed by the character we were searching for), they would be able to complete it and continue with the story. As things stand in the module, even learning this information they wouldn't be able to do anything and the DM would have to deus ex machina in an event to keep things moving (I don't know if the module had anything on if we failed to get the information, but considering how the modules have played so far I highly doubt it.)
Obviously this can't be done for every little instance of a possible sidequest (we had a ranger who talked with the elf whose bow was made from wood in the quivering woods and he wanted one as well... bang, sidequest! But not an obvious one, so a side quest module for that would be... less than optimal) |
| #2SkerritSep 19, 2014 10:55:17 | I'm not sure which Bandits you are referring to in DDEX1-1, the only mentions of the word bandit I find when searching are those tied to the Welcomers theives guild (and the what/why/where of them are all dealt with in the encounter), and then an NPC in a bar is nervous about new people as she has been attacked twice by bandits (that same person is also planning to explore the nearby mountains so maybe that's what you were thinking, but the bandits attacked her in Phlan, not the Mts, so maybe not?). There is also some rumors of a white dragon in the mountains elsewhere in the adventure, but no bandits. It sounds like the DM threw in some flavor that your table bit onto and wanted to develop but wasn't actually in the adventure.
Either way, if there are "rumours" that look like a quest in Expeditions adventures, its generally because they were or will be in an adventure. If it was from a passed adventure its always called out in the text. If its in a future adventure we are hestitant to always tell the DM specifically which one/number it will be as the release schedule is sometimes subject to reordering or then people will play the wrong adventure looking to complete that side quest which is in a different adventure now.
As an example, I believe DDEX1-2 mentions rumors of a Ghost Ship of pirates in the area. DDEX1-3 actually tackles that rumor. |
| (Reply to #2)KilanTolshi |
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| #4TyranthraxusSep 21, 2014 18:04:29 | Kilan: Defiance in Phlan is a series of short 5 one hour scenarios. Its designed to ease characters into Phlan with a multitude of different plot hooks and the like. Some of the stuff they will hear in game might not actually be true. They also have a clearly defined set of objectives in that you really know what you have to do in each adventure (and Expeditions dosnt treat you like that in subsequent scenarios). Its good that you are actually remembering and recording what the dm is saying and in regards to the Bandits... whos to say they might not be a plot feature for a later expeditions scenario?.
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| (Reply to #3)SteveMND |
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