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Dead Gods - your experiences?
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<blockquote data-quote="Oryan77" data-source="post: 3296681" data-attributes="member: 18701"><p>Wow, I'll be starting this adventure at our next game in 2 weeks! I've been planning this for a year now and we finally finished the last adventure last weekend. I just started preparing the first chapter and taking notes. </p><p></p><p>I've noticed this adventure is basically full of "main ideas" and the DM will need to add a lot of "in betweens" to turn it into a solid adventure. So, the book gives you scenario A that happens in location A, and then it tells you to go to location B so you can play out scenario B. But there is no solid information on what can happen while in location A or B other than the main objective. There's also no details on what happens while going from location A to B. </p><p></p><p>For example, you travel to a plane in search of information or to track someone down. The book just tells you, "When you arrive on the plane, you are confronted by the Bad Guy and you find out about who did what." It doesn't give you any idea about how far you travel until you find the bad guy, or how to spice up the travel so you aren't just telling the players, "You exit the portal and travel across a desert until you spot the Bad Guy".</p><p></p><p>So if you want to make things more interesting, you need to read up on other Planescape material about planar locations and creatures that live there. Then you'll need to come up with ideas to throw into the game to spice up those holes.</p><p></p><p>I have several ideas for other published adventures to throw into Dead Gods. Mostly I'll be picking portions out of the adventures and changing NPC's around. So far, I've spiced up the first chapter in Dead Gods by making the raiding Khaasta under the control of a Neogi. When the PC's chase them across the Outlands, I might be using a swamp side quest from a Dungeon magazine to spice up that journey. Then, instead of the PC's going to the Khaasta's village from Yggdrasil as described in the book, the portal on Yggdrasil takes them to the Beastlands where the Neogi/Khaasta reach the rest of their main caravan, the Colossal Kadtanach beast from Dungeon magazine #100. I'll be running the Beast of Burden quest out of that magazine and changing the Knolls to Khaasta and throwing in a bunch of Neogi slavemasters.</p><p></p><p>I'll be doing things like this throughout the adventure. But this adventure seems to make an awesome quest to use as a backbone to your campaign.</p></blockquote><p></p>
[QUOTE="Oryan77, post: 3296681, member: 18701"] Wow, I'll be starting this adventure at our next game in 2 weeks! I've been planning this for a year now and we finally finished the last adventure last weekend. I just started preparing the first chapter and taking notes. I've noticed this adventure is basically full of "main ideas" and the DM will need to add a lot of "in betweens" to turn it into a solid adventure. So, the book gives you scenario A that happens in location A, and then it tells you to go to location B so you can play out scenario B. But there is no solid information on what can happen while in location A or B other than the main objective. There's also no details on what happens while going from location A to B. For example, you travel to a plane in search of information or to track someone down. The book just tells you, "When you arrive on the plane, you are confronted by the Bad Guy and you find out about who did what." It doesn't give you any idea about how far you travel until you find the bad guy, or how to spice up the travel so you aren't just telling the players, "You exit the portal and travel across a desert until you spot the Bad Guy". So if you want to make things more interesting, you need to read up on other Planescape material about planar locations and creatures that live there. Then you'll need to come up with ideas to throw into the game to spice up those holes. I have several ideas for other published adventures to throw into Dead Gods. Mostly I'll be picking portions out of the adventures and changing NPC's around. So far, I've spiced up the first chapter in Dead Gods by making the raiding Khaasta under the control of a Neogi. When the PC's chase them across the Outlands, I might be using a swamp side quest from a Dungeon magazine to spice up that journey. Then, instead of the PC's going to the Khaasta's village from Yggdrasil as described in the book, the portal on Yggdrasil takes them to the Beastlands where the Neogi/Khaasta reach the rest of their main caravan, the Colossal Kadtanach beast from Dungeon magazine #100. I'll be running the Beast of Burden quest out of that magazine and changing the Knolls to Khaasta and throwing in a bunch of Neogi slavemasters. I'll be doing things like this throughout the adventure. But this adventure seems to make an awesome quest to use as a backbone to your campaign. [/QUOTE]
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