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The escape sequences are hectic and require players to prioritize differently, enemies are wary of walking into guarded areas, hunters can take potshots, but the priority is to, well, run. And there's always an option of sacrificing someone by leaving them behind to tie enemies with fighting while faster members flee, heart-wrenching, but adds to the drama of the story.
There's also a *sweet* artifact bow on The Prophet that you can get if you sacrifice a turn or two to take them down first. I'm not really sure if you can get it in a later fight during campaign.
And why would the Monarch want to talk about giving up their eternal life?
Because that is the only thing that "peace" can mean - giving up his eternal life.
Changed wolf called to victory to silkstep and wind called to victory and you have my experience.
I’m sure you have found a number of areas where something new could be added.
I always air on the side of “if you present the player an option, let them play it out.” I think this old nes game gave you 3 option for dealing with the final boss. Something in like: take powers, defeat them, or spare them. The first 2 options resolved in boss fights. The 3rd option… let’s just say that is not the right choice but did make sense.
We won’t always pick the hero route. Sometimes the path we pick is only righteousness in our own eyes.
* Or tragic ones, in the case of a Game Over.
It's a trap as expected, which means you have forced your players to walk into a trap. That is the lack of agency I am talking about. And if I knew it was a trap, but I have to walk into it for story reason, then I am no longer in control of my character, I am just along for the ride. This call railroading.
If even though my character did not suspect a trap, but i prepare for a trap anyways cause I read the campaign book, and knew a trap was coming, that is call meta gaming. Railroading and meta-gaming are big no nos in cooperative story telling, and completely break immersion.
The fix is simple. The beginning of that chapter, a comic strip clearly explains our characters motivations. Some people think we should attend that parley cause we might be able to work out an agreement, some character want to go in to cut the head off the snake. So the resolution should allow the character to act towards those goals.
Option one, sue for peace. At least give the player an option to actually parley during the parley. It could be a dead end, but it gives the player enough agency to act toward their goal, but it would be better to have a chance of success based on a charisma check. If successful, we can let the player fight a dual to prove they are worthy of peace, you get to fight the big guy still, but less monsters.
If you fail that check, Give me a choice for a character to make a heroic sacrifice and selflessly lunge at the king, dying in the process, forever remembered as a hero. I lose a character anyways, and my other characters have to escape. They can make a statue to that character in the story between acts. Game play is the same, but narratively it is so much better.
If my characters suspect it is a trap, then give me narrative option to prepare for that trap. Like call for back up. Your engine can already handle 10 allies in a fight, let half the team storm in from the exit as a rescue. You can even make it explicit that characters suspect a trap. the allow the player to be cleaver and for example put a mystic on team 2 with tree call to get the players out. You can even make preparing a second team mess up the sue for peace option cause you did not really trust peace. All of these are fun cause I choose these actions and I deal with consequences.
The mean job of a DM in D&D and as a writer for this game is give your player a chance to be awesome.
Heroic sacrifice? Awesome!
A passionate plea for peace between races changing the heart of an enemy? Awesome! Smart strategy and planing to outsmart an enemy's trap? Awesome!
Betraying your own team and joining the dark side? Not Awesome.
Walking blindly into an trap, and just escaping without being able to accomplish anything meaningful? Not Awesome.
I am not complaining the mission is hard. But I want the reason why the mission is hard to be my choice.
This isn't a table top RPG with friends. This isn't cooperative story telling. Even though this game is AMAZING at simulating what a dnd game feels like with all its vignettes and side stories its a video game, with prebuilt campaigns. You are along for the story, as its SCRIPTED(railroaded). The fact you are bring table top gaming arguments into a bad DM situation should be a triumph for the developer don't make any sense in this context.
I agree. There is only so much a prescripted story can do and so much more which it cannot do. I wonder if some passionate modder could make a larger more interactive with more choices campaign. Yet that is something you can do, and not something to demand from a small studio which made and delivered a great base for future content for a very fair pricing.
I do agree with the OP in that the entire thing felt like a waste of time after the meeting ended, but I just took it like being sent to a negotiation you know will fail, but you still need to go in order to not let the enemy have the moral high ground that you refused to negotiate.
In other words, the option to do something isn't there when it would put you into a fail-state.