> If the Narrator wants to
>have the Heroes run away, I'm sure he can find a way of doing it.
>
>But will the players forgive him afterwards? Does it make for an
>enjoyable game, or does it ruin the evening's play? Is it, in short, a
>good idea, regardless of the method used to implement it?
I think it's all about the way the events are presented. Let's take two options.
Option a) makes it seem like the players have failed, because they aren't good enough. Option b) just tells them they don't have the right specialised skills and background - and no amount of spending hero points on the day can make up for the 6 years of preparation...
Personally, I think it also helps if the players are told _at the start of the adventure_ what their real objective is. If it's just a vague "accompany Kallyr and do what she says" then of course they're going to be unhappy about abandoning the quest, and her, before the climax. On the other hand, if they're told "Kallyr has something specific she needs to do at the climax of the quest, and she'll need to save her power until then. She'll need loyal protecters to help her reach that point." then they can feel a proper sense of fulfilment and resolution when she says "you've done your part, now it's my turn." They'll have achieved something special, not just gone along for the ride. (And the narrator still preserves the secrecy of what she's actually doing)
Stephen
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