I came up with an idea for this:My players hated the ending. Change it.
I haven't read the adventure, but I would suggest that "NPC sacrifices themselves" needs to be earned. Which would mean the players bringing that character to a position where they are willing to make that decision. "Companion quests" in Bioware style CRPGs are an example of how the players might do that.My players hated the ending. Change it.
I haven't read the adventure, but I would suggest that "NPC sacrifices themselves" needs to be earned. Which would mean the players bringing that character to a position where they are willing to make that decision. "Companion quests" in Bioware style CRPGs are an example of how the players might do that.
As for "PC sacrifices themselves" some players might be up for this.
You can't really "write" a relationship between an NPC and the player characters into an adventure for publication. It can only emerge organically.1. The need for the sacrifice comes out of left field. It's the opposite of earned.
"We are Groot"?2. It's, IMO, against the tone of the rest of the adventure. Players are quite likely to go "wait, what?!?" And be unprepared for the tonal shift. It's like the writers just threw the twist in because they thought it would be cool, without considering what came before or how it fits. Which, for me, doesn't work.
It's not about a relationship with any NPC. The sacrifice is just the written in way to complete the adventure, no other options are presented (either a PC does it or an NPC is supposed to step in).You can't really "write" a relationship between an NPC and the player characters into an adventure for publication. It can only emerge organically.
"We are Groot"?
Which would work, if there was a relationship between the NPC and the players - i.e. they care about the character. Which, aside from possibly writing a note - "encourage the players to develop relationships with the NPCs, it will pay off in the end" in a sidebar, isn't something the author can put in. It's something the DM and players have to put in.It's not about a relationship with any NPC. The sacrifice is just the written in way to complete the adventure, no other options are presented (either a PC does it or an NPC is supposed to step in).
Some players will jump at the opportunity to make a heroic sacrifice. Actors love to play death scenes. And if it arises because they have failed to earn the trust of NPCs who might be willing to make the sacrifice for them, that's fair, it's a direct consequence of the players' decisions.IF you're saying they did it in guardians of the Galaxy, so why not here? My answer would be, this isn't a scripted performance. A player should never be forced to lose a PC "because the plot/module/DM says so..."
Which would work, if there was a relationship between the NPC and the players - i.e. they care about the character. Which, aside from possibly writing a note - "encourage the players to develop relationships with the NPCs, it will pay off in the end" in a sidebar, isn't something the author can put in. It's something the DM and players have to put in.
Some players will jump at the opportunity to make a heroic sacrifice. Actors love to play death scenes. And if it arises because they have failed to earn the trust of NPCs who might be willing to make the sacrifice for them, that's fair, it's a direct consequence of the players' decisions.
at a minimum you can (and should) also write in several scenarios in which the players can earn thisWhich would work, if there was a relationship between the NPC and the players - i.e. they care about the character. Which, aside from possibly writing a note - "encourage the players to develop relationships with the NPCs, it will pay off in the end" in a sidebar, isn't something the author can put in. It's something the DM and players have to put in.