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EXU: Calamity Discussion (Spoilers)
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<blockquote data-quote="OB1" data-source="post: 8648870" data-attributes="member: 6796241"><p>Okay, a lot to unpack here. To start with your final statement, that feels an awful lot like one-true-wayism mixed with a dose of badwrongfun. But even that builds off some pretty big assumptions given that we've only seen the opening act of this story. I'll admit that not having seen the rest of the series, this could devolve into a highly railroaded adventure where there was ever only one set of events that happens, but my feeling from the first episode is that we are going to see a story of what a group of local heroes does when the crap hits the fan.</p><p></p><p>1. What is player agency other than players making choices about the words they say and the actions they take? There are plenty of real things that the PCs care about (their families for example) that they may have interest in trying to help. Why do they have to stop the calamity to have agency? </p><p></p><p>2, If I start an adventure with a zombie apocalypse or an ancient dragon killing the Queen and destroying the capital city of a realm, and the PCs have no way to stop it, is that a heavily railroaded adventure? Or just a call to adventure?</p><p></p><p>3. The Calamity is a decades long event that started when Vespin Chloris released the betrayer gods from their inprisionment. That appears to have already happened in this story (ie it's the triggering event for what we are seeing happen now). The other details we know about is that the betrayer gods attack Vaselheim, and fail, then establish a base of operations in Ghor Dranas, leading to a decades long war between the prime deities and betrayers that wrecks havoc on the land. Great champions are given vestiges of divergence to help battle the gods during this time, before the prime deities finally seal both the betrayers and themselves behind the divine gate, forever separating themselves from their creations. Seems to me like a prime setting for countless adventure of mighty heroes facing deadly perils. </p><p></p><p>4. There is nothing in the lore about this floating city (that I'm aware of) giving ample opportunity for the specifics of this adventure to follow it's own path. Was the city destroyed in the initial release of the betrayers? Did the mages of this city screw up and destroy the city on it's own? Was this city around even when Aeor fell decades later? Is the city still in-tact? Joined with it's sister city and put into hiding because of the events? Could these heroes still be alive, in-stasis, waiting to reveal to the new age some piece of ancient history?</p><p></p><p>5. At the very most, I'd think this adventure may be set up like a Call of Cthulu type story, where it is highly likely that most if not all of the PCs will meet their demise, and the forces they fight against will end stronger at the end than the beginning. Those types of stories are specifically about what the characters say and do in the face of impending doom. Is that style not appropriate for a D&D adventure in your mind?</p></blockquote><p></p>
[QUOTE="OB1, post: 8648870, member: 6796241"] Okay, a lot to unpack here. To start with your final statement, that feels an awful lot like one-true-wayism mixed with a dose of badwrongfun. But even that builds off some pretty big assumptions given that we've only seen the opening act of this story. I'll admit that not having seen the rest of the series, this could devolve into a highly railroaded adventure where there was ever only one set of events that happens, but my feeling from the first episode is that we are going to see a story of what a group of local heroes does when the crap hits the fan. 1. What is player agency other than players making choices about the words they say and the actions they take? There are plenty of real things that the PCs care about (their families for example) that they may have interest in trying to help. Why do they have to stop the calamity to have agency? 2, If I start an adventure with a zombie apocalypse or an ancient dragon killing the Queen and destroying the capital city of a realm, and the PCs have no way to stop it, is that a heavily railroaded adventure? Or just a call to adventure? 3. The Calamity is a decades long event that started when Vespin Chloris released the betrayer gods from their inprisionment. That appears to have already happened in this story (ie it's the triggering event for what we are seeing happen now). The other details we know about is that the betrayer gods attack Vaselheim, and fail, then establish a base of operations in Ghor Dranas, leading to a decades long war between the prime deities and betrayers that wrecks havoc on the land. Great champions are given vestiges of divergence to help battle the gods during this time, before the prime deities finally seal both the betrayers and themselves behind the divine gate, forever separating themselves from their creations. Seems to me like a prime setting for countless adventure of mighty heroes facing deadly perils. 4. There is nothing in the lore about this floating city (that I'm aware of) giving ample opportunity for the specifics of this adventure to follow it's own path. Was the city destroyed in the initial release of the betrayers? Did the mages of this city screw up and destroy the city on it's own? Was this city around even when Aeor fell decades later? Is the city still in-tact? Joined with it's sister city and put into hiding because of the events? Could these heroes still be alive, in-stasis, waiting to reveal to the new age some piece of ancient history? 5. At the very most, I'd think this adventure may be set up like a Call of Cthulu type story, where it is highly likely that most if not all of the PCs will meet their demise, and the forces they fight against will end stronger at the end than the beginning. Those types of stories are specifically about what the characters say and do in the face of impending doom. Is that style not appropriate for a D&D adventure in your mind? [/QUOTE]
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