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MrPereira's WOTBS D&D 3.5 Campaign (SPOILERS IN THE POSTS)
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<blockquote data-quote="StreamOfTheSky" data-source="post: 6727294" data-attributes="member: 35909"><p>Ch 1: I will say, Haddin was pure joy for me to roleplay, and I missed him dearly when he left the group. Torrent ended up becoming very snarky and a bit cynical starting around the point he left, because I just needed that "fix." I also gave them background info on Haddin w/ a knowledge check, though it didn't cause much sympathy. The campaign does have an awful habit of giving lots of cool background lore without any way for the players to learn about it. A lot of times, I toss in a freaking journal for them to learn at least some of it... (like the ghasts in Ch. 2 that were druids and ate their own children out of desperation).</p><p>As for the chase sequence...yeah, it just doesn't work. Unless the force chasing the party is clearly overwhelmingly more powerful, it makes no sense to flee from them (if they even think they can get away by fleeing, which is very much not clear) into what may well be an ambush or just more troops/danger in general, and it's better to stand your ground. Heck, doing that means the enemies are the ones at a disadvantage, having divided and conquered themselves for nothing as you destroy one half of their forces, then the other. I wanted it to work, but my players are too smart.</p><p></p><p>Ch 2: This is the chapter that drew me to run this campaign. It's extremely grimdark, but offers such a satisfying resolution at the end if the party chooses the good (and difficult) path. Going from the depths of despair and bleakness to a ray of hope. I did also implement some significant additions here, too... </p><p></p><p>Good idea with the blood-stained book, that was brilliant. That's interesting they took Indomitability's offer, I was wondering if my party would (they didn't). It kind of puts a lot of the chapter on "easy mode" and makes Kazyk notably easier to defeat. Of course, they'll hopefully change their mind later.</p><p></p><p>The campaign does a poor job of preparing the DM for questions about what the military intel papers involve, exactly. I had to read ahead to Ch. 3 to learn more about them, and it's still fairly vague. With Kazyk asking for it and the whole ordeal of traversing Innenotdar for Seaquen revolving around them, the party's inevitably going to want to read them and learn what they're for.</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 6727294, member: 35909"] Ch 1: I will say, Haddin was pure joy for me to roleplay, and I missed him dearly when he left the group. Torrent ended up becoming very snarky and a bit cynical starting around the point he left, because I just needed that "fix." I also gave them background info on Haddin w/ a knowledge check, though it didn't cause much sympathy. The campaign does have an awful habit of giving lots of cool background lore without any way for the players to learn about it. A lot of times, I toss in a freaking journal for them to learn at least some of it... (like the ghasts in Ch. 2 that were druids and ate their own children out of desperation). As for the chase sequence...yeah, it just doesn't work. Unless the force chasing the party is clearly overwhelmingly more powerful, it makes no sense to flee from them (if they even think they can get away by fleeing, which is very much not clear) into what may well be an ambush or just more troops/danger in general, and it's better to stand your ground. Heck, doing that means the enemies are the ones at a disadvantage, having divided and conquered themselves for nothing as you destroy one half of their forces, then the other. I wanted it to work, but my players are too smart. Ch 2: This is the chapter that drew me to run this campaign. It's extremely grimdark, but offers such a satisfying resolution at the end if the party chooses the good (and difficult) path. Going from the depths of despair and bleakness to a ray of hope. I did also implement some significant additions here, too... Good idea with the blood-stained book, that was brilliant. That's interesting they took Indomitability's offer, I was wondering if my party would (they didn't). It kind of puts a lot of the chapter on "easy mode" and makes Kazyk notably easier to defeat. Of course, they'll hopefully change their mind later. The campaign does a poor job of preparing the DM for questions about what the military intel papers involve, exactly. I had to read ahead to Ch. 3 to learn more about them, and it's still fairly vague. With Kazyk asking for it and the whole ordeal of traversing Innenotdar for Seaquen revolving around them, the party's inevitably going to want to read them and learn what they're for. [/QUOTE]
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