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Planescape: Adventures in the Multiverse Review
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<blockquote data-quote="Dried" data-source="post: 9172628" data-attributes="member: 6918506"><p>Just finished it and I like it. It's seems full of ideas and really fun in some parts.</p><p>But I have a few caveats :</p><p>The adventure on print is only give you all the important encounters for the story to advance. There is very few of side stuff to do and the adventure tells you to add on it (using Planescape & the Outlands books).</p><p>So the adventure can feel a little disjointed (especially in the Outlands) and I think it needs the DM to add some connective tissue here and there to really make it shine.</p><p>If you do that I think Act 1 and 2 will be really really great to play.</p><p>The problem is that not all DM have the envy or the talent to do that correctly (including myself) so it's a little brake to overcome.</p><p></p><p>For Act 3, I'm a little torn. There is a few incoherencies for gamplay reasons I think :</p><p>[SPOILER]When they confront Shemeshka the player reunites with old doubles and for them the glitch ends and they jump to lvl 17... But Shemeshka was not the person that was causing the glitch it was the Modron locked in the Tyrant's Spiral at the end of the adventure. I think they did that for the last encounter to raise the stakes for the end (you can die in the last part of the adventure) but narratively I don't think it works.[/SPOILER]</p><p>And it's also more vague than the first 2 parts (I think because your players will be very high level so it's hardest to write around).</p><p>And I don't know if the final encounter is that satisfying.</p><p>I suspect that a lot of my reservations could just disappear by playing. The player may or may not see thoses inconsistencies or just give me the material during the campaign to add cool stuff on it, but I'm still unsure.</p><p></p><p>Anyway I'll play it with my friends. I really liked what I read except for what I just explained and I can't wait to start this campaign.</p><p></p><p>Btw, if you don't want to play the full adventures, considering its structure I think a lot of this stuff can easily be stolen for other campaigns.</p></blockquote><p></p>
[QUOTE="Dried, post: 9172628, member: 6918506"] Just finished it and I like it. It's seems full of ideas and really fun in some parts. But I have a few caveats : The adventure on print is only give you all the important encounters for the story to advance. There is very few of side stuff to do and the adventure tells you to add on it (using Planescape & the Outlands books). So the adventure can feel a little disjointed (especially in the Outlands) and I think it needs the DM to add some connective tissue here and there to really make it shine. If you do that I think Act 1 and 2 will be really really great to play. The problem is that not all DM have the envy or the talent to do that correctly (including myself) so it's a little brake to overcome. For Act 3, I'm a little torn. There is a few incoherencies for gamplay reasons I think : [SPOILER]When they confront Shemeshka the player reunites with old doubles and for them the glitch ends and they jump to lvl 17... But Shemeshka was not the person that was causing the glitch it was the Modron locked in the Tyrant's Spiral at the end of the adventure. I think they did that for the last encounter to raise the stakes for the end (you can die in the last part of the adventure) but narratively I don't think it works.[/SPOILER] And it's also more vague than the first 2 parts (I think because your players will be very high level so it's hardest to write around). And I don't know if the final encounter is that satisfying. I suspect that a lot of my reservations could just disappear by playing. The player may or may not see thoses inconsistencies or just give me the material during the campaign to add cool stuff on it, but I'm still unsure. Anyway I'll play it with my friends. I really liked what I read except for what I just explained and I can't wait to start this campaign. Btw, if you don't want to play the full adventures, considering its structure I think a lot of this stuff can easily be stolen for other campaigns. [/QUOTE]
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