Mark Hoover 330 |
No, this isn't a rant-and-discussion of another GM as I usually do. This starts with a self-own. If you're one of my players, please exit this thread.
It did not go well.
The last time we gamed I wanted to start putting the PCs onto the final, over-arching villain of my campaign. The game is a sandbox style, though all the random threads tie back in some way to a megadungeon. Despite their level, the PCs have gone on so many wilderness adventures they haven't really picked up many clues about that final threat.
So this session the PCs were visiting the main temple of the city. I decided to have their normal contact out with this other NPC I'd named but never introduced step in. I then decided that this person would be an evil cleric with a demon henchman to aid him. I made all of this up on the spot, as players were telling me their characters' actions in real time.
Pro-tip: if your villain and his henchman are going to rely on lots of spells and SLA's, maybe make those up and know what they do/how to use them BEFORE the game starts.
I floundered on the execution of the evil cleric and demon. I was wasting time/stalling, trying to look through the SRD for a level 4 cleric spell that would be good to use in the fight, I was fumbling with the demon and just made something up that was completely OP to their power level... I basically railroaded the scene with the cleric taking a bunch of damage, getting grabbed by his henchman (who took significant damage too but I just flat out ignored it) and the 2 of them teleporting away.
Knowing enough to know that low CR demons either don't teleport or they can carry very little weight when they do, I just did it anyway. I did however compromise and say that the demon teleported the cleric's body but all his gear fell to the floor since it was too heavy to go with. This way the PCs got some treasure from the encounter.
I have no idea if the treasure was appropriate to the CR of the encounter. I have no idea if my improvised changes on the demon henchman made it ridiculously powerful. The feedback I've gotten from my players is that it wasn't my finest hour but they still had fun.
So the summary is I didn't provide my best GMing to my players. I could say that I didn't KNOW they were going to the temple, so I didn't prep the encounter well enough; I could point the finger at my players. Bottom line: I didn't use the skills I know I have.
So the discussion is: how do you clean up a mess you make, when improvising?
When your players decide to go left instead of right, but you need them to see what's on the right, the obvious solution is to just switch encounter sites. They don't know your game, so they won't know the difference.
The key there is though, you need to know what's coming next. Months ago, when we stopped playing, I had a vague idea. When we came up with the plan to get this Zoom game happening last week, that should've been my opportunity to review and prep. Between being in my own head and in the drama of the world around me, I frankly didn't do the work I should have.
As a result, while I still knew the IDEA of where I want the narrative to go, I had no idea how to get there. Normally I use stock Bestiary monsters that I KNOW well for such encounters, that way I know the numbers and powers. Since I didn't do that this time I hamfisted the fight and didn't get the chance to add the roleplay elements, narrative and setting details and such that usually deliver the info I need my players to pick up.
So now to clean things up, I will likely have NPCs do an exposition dump. I dislike such obvious info delivery methods but there are some connections I need the players to make in order for this thread to lead back to the over-arching villain I was supposed to be introducing.
How have any of you messed up when improvising a scene, encounter or threat in your games, and how have you recovered?
Mark Hoover 330 |
LOL yes, weirdly I did have to suddenly switch from my computer to my phone to make my Zoom connection less glitchy so I could blame that!
Still, regardless of the blame I did have an evil book drop with the intent of just giving the PCs an "art object." I can throw some clues in there too.
It was more the whole "Ok, so, now it's his turn..." *flips pages in books, toggles to the SRD* "...he's casting... umm..." and so on. That's what really bugged me and my players all definitely picked up on that from the feedback I got. Plus, now, I've got a random NPC I hadn't intended and a type of demon that makes NO sense as cannon in my game now, so I'll have to fit them into this.
Anyway, please let me know other general tips and tricks to clean up bad improvisation moments in your games.
Dox of the ParaDox twins |
So this isn't the greatest option. But sometimes you need to say "look I flubbed up and need to retcon X Y and Z"
If you're dead set against retconning (which I get. It's an inelegant solution)...hmm. I typically am really good at improvising. But my campaign are all usually "here's an end goal. Here's a dungeon that furthers that goal" style games and my players (there are only 2 of them) tend to be pretty easy to read. My latest campaign is more overarching then my last few and I had to retcon a couple items. But generally I just roll with it and see how the game goes.
You mentioned also the whole "flip sides when they go left and you need them to go right" personally I hate that solution if there's any other way to handle it. But if there isn't or you're put on the spot. There's nothing wrong with it. Good luck in the future. I hope this was some help
Hugo Rune |
Ouch, I feel your pain. I had a similar experience years ago playing a high level wizard with quasit familiar under 3.5e that I hadn't got round to converting from 1e...
Anyway, there's no point crying over spilt milk, it's happened. As others have suggested you can insert some clues into the left belongings. You could also include some research notes that the cleric made about the demon and his sponsor and/or special items that account for the power difference.
Moving forward, since that encounter I prepare crib sheets with pertinent rules, typically monster abilities and environmental modifiers for significant or complex encounters.
If you have a break in the future you could also do a recap and highlight any plot points the players may have forgotten or observed but not picked up in detail at the time.
yukongil |
explore why this demon can do what other's can't.
is some special demon that is on lone from the real big bad? That can tie in nicely and get the group on track to discover that the BBEG exists and is a threat with his access to this special kind of demon.
my general advice for when a GM flub happens is don't let them see you sweat...or cry. As long as the game is still going, never reveal that anything was out of your control and pass off any lags in running the bad guy of having to run in a new medium.
Quixote |
I'd second the retcon. I don't think there's anything wrong with it. Especially in instances where one mistake can echo through a game.
"Look guys, I wasn't as prepared for this game as I normally am. I'm just gonna say the demon was really a such-and-such."
It sounds like the biggest mistakes were a lack of prep time and overreaching in terms of what you could reasonably improvise.
And hey, honestly? By what you've mentioned in other threads, you put a ton of work into your games. So I think you're entitled to give a little less when real life creeps in on you from time to time.
Mudfoot |
Never mind the poor on-the-fly performance; it's done. You know better now.
As for the rule-breaking (teleport, henchman undamaged), see if you can come up with an explanation for it. Like the henchman had Stoneskin from an item going so didn't really take much damage. They teleported to a pre-prepared location using a McGuffin. I've noticed that you come up with all manner of gonzo ideas, so they'll be ready for that.
Players often come up with their own explanations for what's going on. If any such ideas are good, adopt them.
Mark Hoover 330 |
Thanks for the support and feedback so far folks! Yeah, I do like to do a lot of pre-work before my games, but I also usually have a stock of monsters from the bestiaries that I know well enough to just insert when I need to throw together an encounter.
Frankly, if I'm honest I just had a bad week. Personal life got in the way of prepping and I barely did anything for the game session. As a result I didn't know what spells the evil cleric had, what level 4 cleric spells even do, what kind of demon I was going to use, and so on.
I had the mental/emotional equivalent of being caught Flat Footed. It wasn't a pleasant experience.
And I know this sounds like hubris and I know I shouldn't beat myself up, but this just doesn't happen to me that much. I usually pride myself on being so with it that I can slap together an encounter, heck, and entire side quest, from a couple dice rolls and some creativity.
Last week just... got away from me.
Anyway, onward and upward. I appreciate the idea of the retcon, but I've already confirmed events as run in an email so that option is out for this past session. Next time this happens (and yeah, I'm not SO full of myself that I don't know there'll be a next time) I'll save that retcon card for a do-over.
For this particular session, I am going to include some clues in the cleric's belongings. As I mentioned above, there are several plot threads hanging out there for the players and they have opted to abandon some in the past, so I can't know for certain that they'll go after the cleric directly or not.
Dox in the Box: on the subject of swapping one outcome for another in my games, I do USE that option but not often. Most of the time I hint as to what's coming next. I really lean heavy on foreshadowing, the 3 clue rule, and just general trails left by monsters and such.
I don't cheat my players out of information or chances to gather it. In fact, one of the criticisms I get frequently is that I overshare. I want my players picking "left or right" in our games based on evidence and information. So what if I want to pit the PCs against a lightning elemental; if I've hinted that said creature can be found a particular dungeon and, knowing this, the PCs opt instead to make for the crypt on a seaside cliff nearby, I'm not going back on my word. I'll scramble with the bestiaries and throw in an encounter or 2 appropriate to the crypt.
In the meantime, I might use details in the crypt to tie back to the lightning elemental and it's summoner. When they get to the site the stones are scorched with lightning; inside the crypt is the corpse of a victim of electric shock; there is a mural on the wall depicting the summoner calling lightning from the sky and forming it into a beast.
The hope is that the crypt keeps the players thinking of the elemental, letting them know the creature is somehow important to the narrative. What they DO with that info is up to them.
TxSam88 |
As much as I want to run strange aeons. APs overwhelm me and I find it much easier to make my own stories
this one I don't get. AP's are so easy. just read the next 30 pages and you're good for a whole evening of gaming. No need to calculate CR, Treasure, or anything.
*Thelith |
Just because it looked like a demon and acted mostly like a demon doesn't mean it really was a demon...
Unless someone cast a spell to determine exactly what it was they probably just took it at face value when you described it as 'It looks like this' *hold up a picture of a demon to the camera*
It could be that the demon was the disguised real baddie and the cleric was the servant.
Aside from the combat not being as smooth as you would normally manage it, I truly don't think there is any lasting issues you can't easily explain.
*Thelith |
Dox of the ParaDox twins wrote:As much as I want to run strange aeons. APs overwhelm me and I find it much easier to make my own storiesthis one I don't get. AP's are so easy. just read the next 30 pages and you're good for a whole evening of gaming. No need to calculate CR, Treasure, or anything.
An AP can feel like railroading.
Or your players want to do something totally off the wall and you're left totally unprepared because you _thought_ you were prepared by knowing the AP.Dox of the ParaDox twins |
Dox of the ParaDox twins wrote:As much as I want to run strange aeons. APs overwhelm me and I find it much easier to make my own storiesthis one I don't get. AP's are so easy. just read the next 30 pages and you're good for a whole evening of gaming. No need to calculate CR, Treasure, or anything.
See the thing is like...I have a very good handle in CR and treasure and all that so none of that bothers me. But when I'm doing everything I know it like the back of my hand and I can't really be caught entirely off guard and I can adlib without destroying too much. In an AP I have to be a guide through foreign territory and figure out how everything works and learn characters so I can give dialogue and so on and so forth
gnoams |
The freedom of playing an open ended game also means that sometimes you will fall off of one of those open ends. A pre-written adventure doesn't "take care of these kinds of issues," it removes them by removing player choice. If you allow true player choice in an AP, then you have to let them go off the rails. Not only will you will run into the exact same issues then, but it is often harder to improvise because you don't have the understanding of the story that you do when you wrote it yourself.
Many times my execution of an idea doesn't come out the same as I envisioned it. I try to embrace that and keep moving ahead. So you executed the mechanics poorly, who cares, totally irrelevant to the story. So you didn't get across the information you wanted to? Again, oh well, not every encounter adds to the story. Sometimes a fight is just a fight. I guess you'll just have to design a new encounter that does give the players the info you wanted.
We (GMs) often try to be overly consistent. We write up some story and say this is what happened, then we accidentally get two characters confused and tell the players the wrong npc's name. You know what? That sort of stuff happens all the time in real life. Historical accounts are full of inconsistencies. Things are remembered incorrectly and people lie. When I realize I did something like that, I try to lampshade it. Have another npc tell the PCs, well that's not how I heard it went down, and give a different version of the story.
SheepishEidolon |
Frankly, if I'm honest I just had a bad week. Personal life got in the way of prepping and I barely did anything for the game session.
I think it's ok to cancel a session if it's a rare thing and the players get at least some time to make different plans. I did once and while a player expressed he was sad, nobody ever complained about it. It might even make the effort of preparing a session more visible to the players. After all, from their perspective the session begins once they sit down to play.
Hugo Rune |
Dox of the ParaDox twins wrote:As much as I want to run strange aeons. APs overwhelm me and I find it much easier to make my own storiesthis one I don't get. AP's are so easy. just read the next 30 pages and you're good for a whole evening of gaming. No need to calculate CR, Treasure, or anything.
APs are easy to play poorly, but take reasonable amount of effort to do well.
There is the plot to understand, which can require reading all 6 books. As well as the BBEG, there are the other factions to understand. Then there's the local geography and culture. As the story progresses and the players invariably drift from the published plot or go on unscripted side excursions the GM will need to keep notes of the various off-screen plot progressions and adlib the onscreen action whilst setting up hooks to return the story to script.
If that work isn't done then the game world isn't immersive and all the NPCs feel frozen in place until they interact with the PCs.
Although it's more work initially, the level of knowledge required to achieve immersion are easier to reach with your own material.
Sysryke |
Not so much a fix to what happened, but another option or safeguard for the future; don't get to fixated on an objective or timeline. In game deadlines can be important, but if the players/characters are currently under a count down, then give yourself the time you need. It sounds like under normal circumstances, you're really good at improv. So, if you're to a point where you're wanting to run a session significant to the story, but you haven't had time (for whatever reasons) to do your prep work, run a random encounter session, or a fluffy side story. Ease back into the game, and do the important stuff in your next session. This is a game, so you shouldn't be on any sort of a real world deadline. Does it matter if your campaign takes a session (or 2 or 3) longer to get to where your wanting the story to go?
TxSam88 |
TxSam88 wrote:Dox of the ParaDox twins wrote:As much as I want to run strange aeons. APs overwhelm me and I find it much easier to make my own storiesthis one I don't get. AP's are so easy. just read the next 30 pages and you're good for a whole evening of gaming. No need to calculate CR, Treasure, or anything.An AP can feel like railroading.
Or your players want to do something totally off the wall and you're left totally unprepared because you _thought_ you were prepared by knowing the AP.
Sure it takes player buy-in for the prepared adventure, but so does a homebrew game to an extent. I know there's been many many times my GM has prepared a great game and we just decided to turn left instead of right and all his hard work went right out the window.
If you want the party to engage in what you have prepared, there's got to be at least a little rail roading...
But for the same amount of my preparation time (which I don't have a lot considering I have a full time job and other hobbies) I can provide a more complete and compiled/polished weekly game by using AP's instead of making it all up myself.
Dox of the ParaDox twins |
*Thelith wrote:TxSam88 wrote:Dox of the ParaDox twins wrote:As much as I want to run strange aeons. APs overwhelm me and I find it much easier to make my own storiesthis one I don't get. AP's are so easy. just read the next 30 pages and you're good for a whole evening of gaming. No need to calculate CR, Treasure, or anything.An AP can feel like railroading.
Or your players want to do something totally off the wall and you're left totally unprepared because you _thought_ you were prepared by knowing the AP.Sure it takes player buy-in for the prepared adventure, but so does a homebrew game to an extent. I know there's been many many times my GM has prepared a great game and we just decided to turn left instead of right and all his hard work went right out the window.
If you want the party to engage in what you have prepared, there's got to be at least a little rail roading...
But for the same amount of my preparation time (which I don't have a lot considering I have a full time job and other hobbies) I can provide a more complete and compiled/polished weekly game by using AP's instead of making it all up myself.
I find it really hard to focus on digesting all the info needed to run a game from an AP, it gets overwhelming, maybe I'm just brilliant or something, but my homebrews are all prepared in about an hour or two per session and then I'm good to run it. meanwhile I've been trying to prepare a game of strange aeons for almost 2 months and I barely have the first area done. this is very much a me problem, but I get really overwhelmed and have issues with figuring out what is actually supposed to happen
DungeonmasterCal |
Mark, like you, I think I'm pretty good at doing things on the fly during games, and I guess the fact my guys have been with me for three decades I think I do alright. But I did learn very early on in 3.x that it's a lot more difficult to do that than with 1e or 2e rules. For this particular campaign, we're using a lot of houserules, and I tend to do my best to pre-select creatures and NPCs before the games but I don't download or copy/paste them into documents to add in the houserules, though I really should. I do nearly all of the conversions in my head because I just open up tab after tab for the encounters that I actually have planned. It's not like I don't have time to actually do those things before a game, but after so many years I've gotten lazy where those sorts of things are concerned.
SheepishEidolon |
I find it really hard to focus on digesting all the info needed to run a game from an AP, it gets overwhelming, maybe I'm just brilliant or something, but my homebrews are all prepared in about an hour or two per session and then I'm good to run it. meanwhile I've been trying to prepare a game of strange aeons for almost 2 months and I barely have the first area done.
Well, you picked an AP where the entire first book is a common sandbox. While it's an amazing sandbox, it puts a big initial burden on the GM. But keep in mind this preparation covers you for 3 PC levels, and you will be mostly fine afterwards.
I faced this in another AP, where the heroes were supposed to scour a fortress for a villain. The fortress was a sandbox too, so I struggled to prepare it. It helped to print out the whole thing and add my very own notes to the rooms. When it comes to NPCs, background story etc., it might help to draw mind maps. Transform the content into a format you can work with. And if something is especially unwieldy, well, just cut it. If it's connected to many things, you might have to be careful to replace it properly, but that's a rare thing IMO.
TxSam88 |
TxSam88 wrote:I find it really hard to focus on digesting all the info needed to run a game from an AP, it gets overwhelming, maybe I'm just brilliant or something, but my homebrews are all prepared in about an hour or two per session and then I'm good to run it. meanwhile I've been trying to prepare a game of strange aeons for almost 2 months and I barely have the first area done. this is very much a me problem, but I get really overwhelmed and have issues with figuring out what is actually supposed to happen*Thelith wrote:TxSam88 wrote:Dox of the ParaDox twins wrote:As much as I want to run strange aeons. APs overwhelm me and I find it much easier to make my own storiesthis one I don't get. AP's are so easy. just read the next 30 pages and you're good for a whole evening of gaming. No need to calculate CR, Treasure, or anything.An AP can feel like railroading.
Or your players want to do something totally off the wall and you're left totally unprepared because you _thought_ you were prepared by knowing the AP.Sure it takes player buy-in for the prepared adventure, but so does a homebrew game to an extent. I know there's been many many times my GM has prepared a great game and we just decided to turn left instead of right and all his hard work went right out the window.
If you want the party to engage in what you have prepared, there's got to be at least a little rail roading...
But for the same amount of my preparation time (which I don't have a lot considering I have a full time job and other hobbies) I can provide a more complete and compiled/polished weekly game by using AP's instead of making it all up myself.
To each their own. I am running Carrion Crown right now. and we're on the second book. I only worry about one book at a time. Just before we start a book, I read it cover to cover. Then each Friday (the day before our session) I re-read the 5-6 pages that I think the game will cover that week, make sure I understand any spells or supernatural abilities the bad guys have and any motivations etc that will be dealt with. Then I make sure I print any maps that I will need, and then I find what minis I need for the bad guys. if I am feeling spry, I will get the maps and minis for the whole book prepared at once. Total weekly prep time is about 2 hours and my players all seem to have a great time. As the game progresses, I write notes down that will affect the game. I'll admit that our games are a little light on roleplay, but every group is different. YEs, there is a little railroading to keep them on the prepared story, but even with a homebrew game you would need that to keep them on your prepared stuff.
The alternative is to do everything purely off the top of your head and quite frankly, I've only met one GM who could handle that well enough to make it fun. All the others just grab a random monster and stick in front of us.
If I were to homebrew, I'd spend the same amount of time each week doing prep for the encounters (spells, abilities, minis, mas etc), but then I would also need to spend extra time creating the story, checking AP, WBL, balance, etc. and quite frankly, I don't have the time to recreate the wheel, since the AP's already to that for you.
Mark Hoover 330 |
I've never run an AP. I've played in only one. Early on in said AP, there is an NPC you fight but, should she survive, she returns to an encounter area where you can question her.
Turns out, she doesn't like the protagonists of the AP, however the source material makes a note that she's not committed to joining the PCs. I didn't know that, at the time.
So we meet this NPC a second time and she's willing to parley. My PC has Cha as his second-highest stat and has maxed out Diplomacy. He also has the spell Enhanced Diplomacy running.
What followed was me going through verbal gymnastics with the GM, illustrating all the ways that this NPC could help us, the PCs, defeat the protagonists. I made a ridiculously high Diplomacy check, enough of a check to improve ANY attitude by at least 1 step. Despite my obvious logic and passion in character and the roll I made, this NPC wouldn't budge.
I don't know if this was a GM thing or an AP thing, but from comments in this thread and others coupled with this experience, it seems like APs don't offer a lot of deviation from the published info, without a significant amount of work from the GM to account for that deviation.
Well, if you're going to have to create and manage a bunch of stuff in case your players want to deviate from the AP, why not just run your OWN stuff in the first place?
Dox of the ParaDox twins |
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Cool advice guys. I appreciate it. I'll work on "translating" strange aeons into formats I can work with. As far as why I'd like to run an AP over my own stuff. It just interests me. The AP strange aeons is hugely lovecraft inspired and he's one of mine and my player's favorite worlds to use. And while I could make my own lovecraft inspired world (and in fact I have) strange aeons just seems neat
TxSam88 |
I've never run an AP. I've played in only one. Early on in said AP, there is an NPC you fight but, should she survive, she returns to an encounter area where you can question her.
Turns out, she doesn't like the protagonists of the AP, however the source material makes a note that she's not committed to joining the PCs. I didn't know that, at the time.
So we meet this NPC a second time and she's willing to parley. My PC has Cha as his second-highest stat and has maxed out Diplomacy. He also has the spell Enhanced Diplomacy running.
What followed was me going through verbal gymnastics with the GM, illustrating all the ways that this NPC could help us, the PCs, defeat the protagonists. I made a ridiculously high Diplomacy check, enough of a check to improve ANY attitude by at least 1 step. Despite my obvious logic and passion in character and the roll I made, this NPC wouldn't budge.
I don't know if this was a GM thing or an AP thing, but from comments in this thread and others coupled with this experience, it seems like APs don't offer a lot of deviation from the published info, without a significant amount of work from the GM to account for that deviation.
Well, if you're going to have to create and manage a bunch of stuff in case your players want to deviate from the AP, why not just run your OWN stuff in the first place?
AP's do offer some variance, but not a lot (King maker actually offers too much), but that's a different story). Like I have said, there needs to be buy in from the players to somewhat go along with the story, but most APs still have plenty of leeway for lots of stuff, and If you need to improvise some items, the framework and background is already there so you don't need to create it, but you would have the same problem with homebrew and players deviating from your prepared stories.
Here's the bottom line, I and my players are all in our late 40's and have full time jobs and other hobbies, etc. None of us have the time to build a fully fleshed out adventure or a custom world for that adventure to exist in. Using what prep time we do have, we can put forth a better adventure using the AP's, one that has a great world for it to exist in, than we can trying to do it homebrew, or on the fly. If that means the players get railroaded a little bit to somewhat keep them on the adventure path, then so be it, it's a sacrifice we make to have a better story than we would have otherwise.
My experience with other GMs and their homebrew games has been that most often their stories are usually ill prepared and the adventure suffers from being ad-hoc/on the fly. And more often than not, their ability to build balanced encounters is severely lacking.
SheepishEidolon |
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If that means the players get railroaded a little bit to somewhat keep them on the adventure path, then so be it, it's a sacrifice we make to have a better story than we would have otherwise.
Railroads have further benefits: For players they reduce choice paralysis, provide clear goals and skip uninteresting parts. For GMs they improve the (actual and subjective) control and lessen the preparation effort.
IMO for many campaigns and tables a mix of railroads and sandboxes is superior to a strict focus on either.
gnoams |
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Reading these posts, I feel like there are people here who have only ever played published content and don't actually understand just how different a good home brew game can be.
An AP has an ending; the players can either make it to that ending, or fail and the game is over. While a home brew game could be written in the same format, it doesn't have to be. It's certainly not how I run the game.
When I write a home brew campaign, I write up plots, factions, settings, and goals, not endings. Nothing is pre-ordained. Players won't try to stop the evil cult from resurrecting and ancient demon lord because I (the GM) told them to. They'll do it because they uncovered that plot and decided to pursue it. When players actions are driven by their own agency, they become much more involved. They feel like they have a stake in the outcome, it's their story, and their actions will determine the outcome. When they fail, they live with the consequences and the story goes on. The ending is the culmination of their choices, not written by someone else before we even started. Imo, a good home brew rpg campaign is the pinnacle of entertainment. Pre-written games can be fun, but it's not the same thing. There's really nothing else like it.
And yes, a good home brew game takes a lot more effort to pull off.
Quixote |
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I don't know. Avoid it when you can, but don't shy away from it when you have to.
Back in my early days, one of my players managed a very lucky parting shot with a rather powerful NPC, killing a recurring villain about six levels before I had really thought it possible. After two sessions with lvl8 characters carrying around rings of protection +4 and gloves of dexterity +6, a high-level spellbook and an assortment of staves, wands and rods, I sat down with my players, pointed out my mistakes and how they'd mucked up the game, and asked them if they'd help me out.
The NPC remained dead, but the magical goodies they took from her corpse were substantially more manageable.
In another game, one of my party members cast a fireball on top of all of us, despite the fact that we were greviously wounded to begin with. Our horses died, a ton of our equipment was destroyed, and if two of the three party members did not have evasion, they'd have been dead. Not unconscious. Dead.
My character, paranoid, grim and determined to survive in this crazy world, threatened the sorceress, "if you ever do that again, I will kill you."
She argued that her actions were justified.
My character's sister, as paranoid and jaded as he was, seconded his threat.
And the priest of the god of vengeance. Well. You can guess where that went.
So then it was three-on-one, and the one player felt singled out and bullied (they were so new to the game, they had a hard time separating character's words from their players, and weren't the best at tactical decisions--see: casting fireball on all of us--but werealso too stubborn to admit when they'd made a mistake). I asked the GM if we could just rewind the clock and say none of that happened. And everyone felt much, much better for it.
Better to undo a mistake and deal with the loss of immersion now than to hang onto it and deal with the damage it does to the game long-term.
Neriathale |
I’d tke a different approach to this one. Don’t retcon it, leave it as is, and keep this as a seed for a brand new plotline.
Who was the evil cleric? Who was his surprisingly competent demonic associate? They’re bad guys unrelated to the current plot who just happened to be in the same place as the party on this particular day. Your party now have a new thing to investigate once they’ve finished their current story.
PFRPGrognard |
OP, as long as your players enjoyed the session, you did your job. Sometimes we just have to wing EVERYTHING and it might not work out like we had in mind. As long as you never apologize or peek out from behind the curtain, you are fine. You are the Dungeon Master (TM) and you did what needed to be done.
You can adjust any demon's powers any time you like. Now that you have a little time to think about it, you have plenty of options available to you. You can just leave it as a hand-waved ability and not worry about it. It's not your job to explain anything to your players, you just present the world and the story.
Or you could make an actual template that would explain how your demon had slightly stronger abilities. Personally, I'd just leave it at GM Fiat. It's perfectly fine.
In the future, just make sure you have access to your NPC stat-blocks as needed. Keep the NPC Codex or something similar nearby and just flip to whatever seems closest to the encounter you had in mind. When it comes time to drop the loot, don't worry about everything on the statblock, just adjust it as you need to.
As for dealing with players going left when you need them to go right, never underestimate the power of a well-placed NPC!
There are always ways to introduce a local of some sort to point the PCs in the right direction. It can be a friendly NPC or even a hostile one. As long as you use it as a mouth-piece to offer the information you want the players to have, it does its job. It could be the local farmer, a former ally, or a captured goblin. It doesn't matter.
Don't beat yourself up for thinking this didn't have the subtlety or nuance that you were looking for. Remind yourself that it IS just a game and sometimes treating it like a mechanical function of a game is the absolute best way to go. It's not a published story, so you don't have to beat yourself up thinking "Man, that farmer really was Mr. Exposition."
Get the info across and move on. It's all good. They'll forget about it by the time they make their next initiative roll.
If you do turn it all into a story one day, then you can worry about cleaning it up and adding a bit more nuance to the way you tell the tale.