I’m running a few good people through a pretty standard published dungeon in my weekly online game. It’s a fantastic game! The guys are brilliant players, and for two hours per week we laugh, we cry, we taste defeat and glory together. There’s nothing wrong with the setting, the system or the people. It’s ace.
And then I listened to received wisdom, gave my npc their own agenda, and played it out.
Previously, the party had been semi stealthy, as parties are, and had managed to kill the evil wizards familiar pretty much by reflex. They didn’t know it was the wizard’s familiar, still don’t in fact, and closed the door and moved off in another direction. A couple of rests later and they decide to track back to the wizard’s part of the dungeon. I decided that the wizard would now know the party were abroad, that they were well armed, albeit clumsy. He knows his guards must have been defeated. He has a potion of invisibility. So I had him make his escape while they were resting.
Which meant that for this week the party spent the entire session exploring hastily vacated chambers with no foes, and little loot. There were occasional clues left behind, but no danger. There was little left to interact with and because of that the session felt much flatter than usual, anti climactic even. I caved in the end and left a dog in a locked cupboard. That gave them something to interact with and have to make decisions about (note: goblins will get disposed of without a second thought. A big shaggy tame dog? Another story)
Now, clearly this won’t be the last they see of the wizard. I’ll continue with his agenda and we should get into a nice revenge scene, possibly with hostages, quite soon. In fact, I can see a much better story unfolding as a result of this in the future. Nevertheless, for today, the dungeon was dull, and that ain’t good. If I’d left everything in place with the bad guys patiently waiting in their numbered chambers, then yes, it would have been unrealistic, but it would have gotten the pulse moving!