Kyra

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Organized Play Member. 1 post. No reviews. No lists. No wishlists. 10 Organized Play characters. 1 alias.


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Whiskey Jack wrote:

DON'T READ IF YOU WANT TO PLAY THIS AP WITHOUT PRECONCEPTIONS...

I have just finished a quick pass through the first installment of this adventure path and I just want to give major credit to everyone involved for a great integration of some of the less savory aspects of piracy with a fantasy world without going beyond at PG-13 rating... all the while capturing what life as a pirate might be like.

** spoiler omitted **

But I have a meta-game issue I would like to hear other GMs thoughts on if they are planning on running this AP. It is pointed out, several times, that the harshness, cruelty, and degradation the PCs will be handed will make them want to attack right away instead of following the basic plot along until they are given a more advantageous moment to act. Premature moves on the players' part could result in keel-hauling and/or death.

How can we, as GMs, keep the players from getting themselves killed? Many times players have a hard time recognizing "un-winnable" situations or even simple withdraws from combats when it is tactically correct to do so... even what the GM considers obvious warnings often go un-noticed by players. Presented with the situation in the AP, PCs will (understandably so) be wanting to get back into a position of free-will and control as soon as possible.

** spoiler omitted **

Thoughts?

WJ

Why not just throw the pirate guards at the hard-headed pc's, but just do non-lethal damage to them or make them miss out on a couple of meals as a pc. Just something simple can show pc's that this is a no win deal.